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mitor

The Hero Skin [Current behaviour?]

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Shit, double post again. Sorry. Internet connection problems.

Edited by Mitor

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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

That's absolutely true. But I think it's difficult to achieve a good working system for that. I thought Dayz worked so that if you were hit by a bullet, after attacking that enemy you didn't lose humanity. I also thought the humanity lost was based on how many bullets hit your victim and his humanity, more than simply taking into account murders.

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

This is why is hard to get and maintain the hero skin. Discussion was over after this post. I don't know why people is still arguing.

P.D: btw, I been a hero for weeks without problems maintaining the skin.

Edited by p4triot

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This is why is hard to get and maintain the hero skin. Discussion was over after this post. I don't know why people is still arguing.

P.D: btw, I been a hero for weeks without problems maintaining the skin.

Maybe you should read the posts to know why.

Well, you are probably a hero, or maybe not. But you'll probably agree that the current system is very exploitable and that it doesn't represent very well whether you are friendly or not.

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I don't understand why people wants the hero-skin. It isn't good for anything other than showing people you won't shoot back....

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I don't understand why people wants the hero-skin. It isn't good for anything other than showing people you won't shoot back....

This is exactly why I want it.

However most players know by now, a hero skin isn't a perfect guaranteed you wont get shot, so you still have to take your precautions, no matter who you see. If you stand in the middle of the road, waving a flare, you'll usually get shot, no matter what you wear.

Being a hero is hard, I guess that's why it carries some weight.

I always aim for +5000 humanity, I'll rather disengage and escape when I'm building up my humanity. If I'm forced to defend myself, I'm perfectly okay with losing humanity, to me it's perfectly logical. Even in self defense, killing another human impacts you and you can actually feel that impact psychological. Whenever I've been forced to kill someone, I feel this urge to stop caring and think, hmm... maybe I should just kill other players from now on. But it's happened so many times, I know after a cool down period I come to my senses and know that if I start killing people, abandoning my humanity, the zombies will have won, I will be a living dead myself.

OP you're not entitled to a hero skin, it's not an achievement you unlock forever, it's constantly a struggle to maintain your humanity in a world where humanity is under attack from the rising dead and the dead human spirit.

Edited by Dallas
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Maybe you should read the posts to know why.

Well, you are probably a hero, or maybe not. But you'll probably agree that the current system is very exploitable and that it doesn't represent very well whether you are friendly or not.

So instead of fixing the exploitable issues we keep it as they're now and also add a lot of pointless ways to be a hero, so being a hero is even more nonsense. Fuck logic.

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So instead of fixing the exploitable issues we keep it as they're now and also add a lot of pointless ways to be a hero, so being a hero is even more nonsense. Fuck logic.

No one has never stated that. Well, not me.

Edited by Mitor

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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.

When i first started playing this mod thats exactly how i played, I would stay in the woods just doing every thing i could to survive as long as possible, after all, back then it was a zombie survival game not a 225km2 deathmatch. Found all the weapons and gear i could ever need in tents and vehicles.

It wasnt until i became a medic and put my character at risk helping others that i got the hero skin and thats the way it should be.

I agree the current system is flawed, but a system where you get rewarded for sticking to the wilderness or killing just goes against the idea of being a hero, (bandits and the infected are still human beings so killing them would still have a negative effect on someone)

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On a second thought, and although I don't like the system, I will consider it a new challenge.

Anyway, you haven't convinced me, you found weapons and I know you probably found people, unless you entered empty servers, so...

I still think it is less exploitable.

Edited by Mitor

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If you're just going to assume that i'm lying simply because your experiences were different to mine then theres little more i can say.

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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?

Then you would have people logging in to empty servers and just lounging around accruing humanity. Think about the term "hero". If being a hero was easy, there would be no point to having it there in the first place. My pub server guy has 37K...
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Then you would have people logging in to empty servers and just lounging around accruing humanity. Think about the term "hero". If being a hero was easy, there would be no point to having it there in the first place. My pub server guy has 37K...

Lol, 24 (For example) hours connected to an empty server? Connecting to an empty server is just another exploit. For the whole game, so again...

And it would be so boring just to gain 1000 humanity points if you are just a bandit and you are going to lose the next hour playing. Or whatever numbers we choose.

But yeah, being a hero should be difficult, and I'm now just trying to figure out how it could be done better. If you want it to be difficult, my system is indeed more difficult.

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I think the best way is to have a bandit partner. You scout and kill zombies etc while your bandit friend takes care of the self defense. (if you trust his shot that is)

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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.

I like this idea aside from the spawn protection thing.

I like the idea of different 'ranks' or 'skin paths' if you like that you get for taking different paths.

So in the 'Hero' grouping you could have -

1. 'Sheriiff/Police/Lawman' Hero skin, gained from killing/shooting bandits & rescuing survivors from Zs, points lost from shooting survivors/other heros, points not lost from self defence shooting (some sort of near hit detection system would be good so as soon as shots are fired near you, return fire isn't punished), point gained for returning stolen loot.

2. 'Medic' Hero skin, gained from healing other players, or for giving loot, points lost for injuring others, but less for injuring bandits.

3. 'Pacifist' Hero skin, points lost for shooting anyone but Z's, points gained for healing, giving, giving lifts etc.

The you could have different types of Bandit:-

1. 'Highwayman' Bandit skin, points gained for robbing loot without killing, injuring but not killing etc. Killing gains far less points.

2. 'Killer' Bandit skin, points only gained for ruthless killing

etc.

I think 'Humanity' should be exchanged for 'Notoriety', so you get positive and negative 'notoriety' as news of your good/bad deeds spread across the land.

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I spend most of my time (when I can play) running around and offering aid. I've killed those whom I witnessed killing others and I've healed bandits in need. I've since lost my hero skin and while the skin is a nice little perk I think you're worrying about it too much. Just by it's nature being a hero is dangerous and you put yourself in dangerous situations, sometimes the bullets fly. Just get out there and help people.

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While I agree that Hero should be harder to get than Bandit, I think that since there's a negative Humanity aspect of killing Survivors and Heros in-game, there should be a positive, though lesser, Humanity bump if you kill Bandits. Simply put, Policemen do not "strategically retreat" from murderers, but we consider them Heros all the same. If you are fired upon, the game should have a simple (if within_range_20 & bullet_pip_strike, then retaliation_humanity == yes) type of flagging system so a bullet striking within 20 meters of you counts the originator as Hostile and either nixes the Humanity loss to 0 for Survivor/Hero or gives positive Humanity if the originator wears a Bandit skin. If we can lose Humanity from kills, we should have the chance to regain it as well. Look at the data tracking for Hero vs. Bandit and you'll see that there is and always has been a huge difference in the power base of the two. I've spent time on servers which do not even appear to have a single regularly played Hero on them. That is simply unacceptable when the same cannot be said for Bandits. In fact, I've yet to find a server which did not have 75% or more KoS Bandits. If you want a "hard to maintain" skin, it should be the Neutral skin, ie. Survivor. In every novel, movie, television show, and other form of storytelling, it's made painfully clear that remaining Switzerland, or neutral, is a tough option. You're either good, bad, or crazy, but almost no one is "neutral". Hero should be hard, not next-to-impossible to maintain. Same with Bandit. Survivor should be impossible.

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