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Eternal Death

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Well, not really eternal death, but I was wondering: What would be your thoughts on making Death a little bit more, shall we say, longer?

Simply said: You die. Now, you have to wait 8 hours before you can play the game again.

Pros:

* More conscious about staying ALIVE instead of running around hoarding 20+ zombies

* Adds a sense of cause and effect to killing someone else. (see blurb lower down)

* Let's you get on with your life

Cons:

* Killed by hackers = Sux

* Killed by people leaving the game = Sux

* Killed by just general dicks = Sux

The con's can be many more, but one of the Pro's stands out in my opinion, and please take the time to read it.

You go around killing people, and you don't care. Why? Mostly, because you know they will simply respawn and get on with their life. Most of us (I hope) don't kill someone in real life for many reasons, but one of the reasons is we know that the taking of a human life means ENDING that human life.

It cracks me up to read "Oh hecks yeah if it was apocalypse I would kill everyone on sight", simply because those people have probably not ever been in a situation where they have to decide the life or death of a person, especially at the risk of their own life.

Look at some US troops for example: They are trained to kill and to survive. Some(most?) that went and came from war are TRAUMATIZED. You hear stories of people waking up in the middle of night from the trauma, their whole lives changed. They were in extremely stressful and in some ways apocalyptic circumstances.

Video Games will probably never get to that level, but in regards to DayZ, if it took longer to come back to life, you would take less risks, and perhaps banditry might go down. How/Why? Well, if you knew you couldn't play for 8 hours, would you risk shooting that other guy? Would you risk having your heartbeat beat faster to another player? Would you really take the life of another player if you knew you could be ruining their vacation day (troll's need not apply).

Yes, there would be and always will be dicks. But I think it would be an interesting experiment anyways. Could be 8 hours, 4 hours, 30 mins, etc.

Please discuss. And I mean DISCUSS. Not Q.Q and throw around "You sux" and "F you" and "I humpzors everyone's idea".

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This is an alpha, we don't need people being locked out of testing for 8 hours because of an event that happened exactly like it was supposed to.

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Locking people out of a game = bad idea for any know game. Not being able to play DayZ for (lets just say a hour) because that rock killed me as I walked past it would make me rage. Hard.

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SDCowboy85, please feel free to expand upon WHY you think it is the worst idea. Frankly, your comment is just useless to the discussion.

I agree on the bit that it's alpha and testing is needed as much as possible, so I'd say this would be a feature in a later release.


Locking people out of a game = bad idea for any know game. Not being able to play DayZ for (lets just say a hour) because that rock killed me as I walked past it would make me rage. Hard.

What if that rock or teleporting zombie couldn't kill you that way? Think post-alpha, if maybe even post-beta.

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SDCowboy85' date=' please feel free to expand upon WHY you think it is the worst idea. Frankly, your comment is just useless to the discussion.

I agree on the bit that it's alpha and testing is needed as much as possible, so I'd say this would be a feature in a later release.

[/quote']

I have to explain why locking players out of a GAME that is supposed to be FUN is a bad idea? Seriously? I'll never understand the videogame-masochists who want games to be as brutal, tedious and punishing as possible. I'm surprised that small group of gamers hasn't suggested yet that if you die, they sell your SS# and credit card #s to the first bidder to really make you not want to die.

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Perhaps have the respawn time tied to your Humanity.

Full humanity = instant respawn.

If you don't have full humanity, each 'murder's worth' adds an hour before you can come back.

Call it a manifestation of Karma.

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I have to explain why locking players out of a GAME that is supposed to be FUN is a bad idea? Seriously?

It's not supposed to be fun. Try reading a few things the designer has to say before going off on other people about their grasp of the concepts.

That being said, this is a bad idea for plenty of OTHER reasons - not least of which being it's totally self-defeating and insanely ludicrous to ask people to test an Alpha build and then deny them access to the game for, on average, 8 out of every 8.5 hours of potential testing time.

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I think that taking away the starting Makarov already makes death much more of an ordeal. You can't just get murdered and terrorize Elektro anymore. You have to play it safe and cooperate with others, or else there's a good chance that you're not going to survive. Now that direct chat works and there's some motivation not to run and gun, you're much, much safer against random shot-on-sight deaths.

Every life already holds some weight in DayZ, given the amount of time it takes to get a character kitted up. I think a spawn timer would be unnecessary.

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A game such as this is DESIGNED to kill you. There is no survival forever unless you log off. You will encounter a random clan of players in the woods on a server with 5 other people, all of them being the bandits you just ran into. You will get trapped in a building with 70 zombies outside and run out of ammo fighting them off, being eaten alive. You will get Arma'd (falling off a ladder, dieing under a fence, logging back in out at sea, and so on). You will be shot within 30 seconds of spawning by "that guy" that sits in the lighthouse by Elektro sniping new spawns. You will die from that rock over there trying to get a higher vantage point, because it has been proven that rocks will eat you alive and it has happened to me. You will die just because it is Arma 2 and this is DayZ.

Some people die multiple times within an hour, specifically new players. Now imagine if those new players only had 1 life each day because of the lock out, maybe 2 or 3 if they do nothing else like me. The learning curve is extreme and with the bugs it continues to grow and change. Dozens of deaths are a natural part of learning in this game and new and old players alike will not be able to learn properly if they only get to play for 10 minutes a day.

Imagine waiting alllllllllll day to play some DayZ now that you are alive again. You log in and your in the ocean 999KM out to sea. There goes your night, and the game is thrown out. This post seems to summarize up why this is the worst possible idea I have heard yet for this game, meaning yes, it is even worse than the ideas that pvp is taken out entirely. That is how bad this idea is.

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I have to explain why locking players out of a GAME that is supposed to be FUN is a bad idea? Seriously?

It's not supposed to be fun. Try reading a few things the designer has to say before going off on other people about their grasp of the concepts.

This game...isn't supposed to be fun? Really? If it wasn't fun and wasn't supposed to be fun, nobody would be playing it. Why would you spend your free time playing something that isn't fun?

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Perhaps have the respawn time tied to your Humanity.

Full humanity = instant respawn.

If you don't have full humanity' date=' each 'murder's worth' adds an hour before you can come back.

Call it a manifestation of Karma.

[/quote']

That is just another excuse to rid the game entirely of PvP. Of course nobody will attempt to murder anyone else if they might not be able to play for an entire day because they racked up so many kills. Doing that would be the same as just taking out PvP.

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Love the discussion, better then the flame wars we tend to have, ;)

I agree that the minimal-izing of starting gear has helped to decrease the banditry. I get shot at less when I shout "just started!", especially since they know they won't even get beans or makarov ammo off of me.

I don't know about the karma thing: What if I had 290 kills like that guys on the leader board? Can't play for 10+ days now? That would suck, XD

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This suggestion reminds me of something I read back when I was in the Star Wars Galaxies beta. Some people said that space travel should be in "real time" or close to it. They wanted traveling between planets to take hours to accomplish while you sat there staring at the hyperspace screen and unable to do anything.

I will never understand that type of mentality of wanting to take all of the fun out of a game and simply punish people to no good effect. And I think that if, god forbid, you ever got your wish that you would hate it every bit as much as everyone else already knows they would.

I play games to have fun. And I would never pay for a game that says "If you die you will not be able to play for x number of hours". There is no possible fun in that.

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This suggestion reminds me of something I read back when I was in the Star Wars Galaxies beta. Some people said that space travel should be in "real time" or close to it. They wanted traveling between planets to take hours to accomplish while you sat there staring at the hyperspace screen and unable to do anything.

I will never understand that type of mentality of wanting to take all of the fun out of a game and simply punish people to no good effect. And I think that if' date=' god forbid, you ever got your wish that you would hate it every bit as much as everyone else already knows they would.

I play games to have fun. And I would never pay for a game that says "If you die you will not be able to play for x number of hours". There is no possible fun in that.

[/quote']No, no, no...this game isn't supposed to be fun. It's a videogame first!

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That is just another excuse to rid the game entirely of PvP. Of course nobody will attempt to murder anyone else if they might not be able to play for an entire day because they racked up so many kills. Doing that would be the same as just taking out PvP.

I personally like the PvP aspect' date=' but if you want to strive for realism, there should be consequences for the murders, at least for those seen by others. The heartbeat system has been a nice touch, and the bandit skin was attempted then dropped (thank goodness).

[hr']

No' date=' no, no...this game isn't supposed to be fun. It's a videogame first!

[/quote']

Cowboy, please try to stay in discussion mode, and not make this into a trolled all out flame war. Thanks.

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This game...isn't supposed to be fun? Really?

Really. I promise. It's one of the first things the designer said about his vision for DayZ. It's an anti-game' date=' not meant to entertain you but to challenge your concepts of what a "game" is, and experiment with social and moral dilemmas.

If it wasn't fun and wasn't supposed to be fun, nobody would be playing it. Why would you spend your free time playing something that isn't fun?

Because there are emotions other than "fun" that are interesting to explore and experiment with? Like stress, frustration, uncertainty, fear, confusion, loneliness, anger, pain and sadness? Because life isn't all fucking masturbation and cartoons for me?

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Pros:

* More conscious about staying ALIVE instead of running around hoarding 20+ zombies

-Running around hoarding 20+ zombies is the most effective style of play at the moment. You dont want to risk it by having a chance to aggro a zombie while you're prone.

* Adds a sense of cause and effect to killing someone else. (see blurb lower down)

-Makes your trigger finger even more itchy because you dont want to die. You will see people shoot each other very often after that. Just because of survival insticts and general dickheads.

* Let's you get on with your life

-Most people dont have one so its kind of pointless to mention.

And it would be stupid to die by a bug, glitch, lag, whatever.

You go around killing people, and you don't care. Why? Mostly, because you know they will simply respawn and get on with their life.

-Mostly because you dont want to be the one who dies and you may want their equipment. Nothing more, nothing less. Unless you're a dick.

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Sorry, I just find the notion that this game isn't supposed to be fun one of the most absurd things I've ever heard. That's a complete contraction to the very point of a game and basic business 101 to try and make your product not-enjoyable.

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Because there are emotions other than "fun" that are interesting to explore and experiment with? Like stress' date=' frustration, uncertainty, fear, confusion, loneliness, anger, pain and sadness? Because life isn't all fucking masturbation and cartoons for me?

[/quote']

There's a reason balls are in the requirements list. This would be it.

Seriously though, we're in alpha, we don't need to be kicking out testers right now. Maybe later.

Sorry' date=' I just find the notion that this game isn't supposed to be fun one of the most absurd things I've ever heard. That's a complete contraction to the very point of a game and basic business 101 to try and make your product not-enjoyable.

[/quote']

Well, I can really only fluff this up so much before I just have to come out and say it. You can either deal with it and learn to accept the game for what it is, or you can leave. Or, of course, you can stay and constantly complain and hate it, but that doesn't make much sense.

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I don't like the idea of a game telling me I can't play it...seems counter intuitive, right? I can see your point but if you are dying more frequently than the average survival time I would suggest that the preservation of your own life is not your priority. This game really opens up when you move away from populated areas like Cherno and Electro. Sometimes the key to survival is knowledge, not just weapons and beans. How can you get enough playtime in to acquire the necessary knowledge to improve the replay value of this game when every death kicks you out of the game for 8 hours?

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I personally like the PvP aspect' date=' but if you want to strive for realism, there should be consequences for the murders, at least for those seen by others. The heartbeat system has been a nice touch, and the bandit skin was attempted then dropped (thank goodness).

[/quote']

I also recognize that bandits really do need some sort of system to make it seem less appealing, but nobody has been able to put forth a good idea and I cannot think up one myself either. The skins were nice except that I got shot on sight from 300m away on lives that I was not planning on playing bandit.

The heartbeat is nice because they need to be decently close (from my experience, not sure on a distance) in order for it to work and be able to tell if you are a bandit or not. That is good because you are either meeting face to face and have not shot them yet which leads most survivors to not shoot you either, or they came up behind you are decided you were a threat.

The best thing that I can think of for bandits would be another skin change, but SLIGHT. Meaning, blood spots on all of the skins or something small that is only noticeable at close range or with a good scope. Murder needs to be less appealing but in a way that bandits can still feasibly play and have fun doing so. It needs to make a lot of bandits stop being bandits, but not force PvP out of the game entirely like the game lock out would.

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Because there are emotions other than "fun" that are interesting to explore and experiment with? Like stress' date=' frustration, uncertainty, fear, confusion, loneliness, anger, pain and sadness? Because life isn't all fucking masturbation and cartoons for me?

[/quote']

You won't find many normal people that want to experience only negative emotions in their free time. If that really want they want with this game which they're trying to take to full retail in stores, they might as well forget about it now. Who comes home from work/school with the mindset that they can't wait become "stressed, frustrated, angered and sad"? Great games should have those moments, but to make them the whole point is insane, IMO.

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You won't find many normal people that want to experience only negative emotions in their free time. If that really want they want with this game which they're trying to take to full retail in stores' date=' they might as well forget about it now. Who comes home from work/school with the mindset that they can't wait become "stressed, frustrated, angered and sad"?

[/quote']

There might be some, or a lot. DayZ is almost an entirely new genre in itself, and what if the stress/frustration/anger/sadness is the MAIN reason they start to play the game more?

Generally, when you do something that has the POTENTIAL to be a negative on your life, the REWARD is more satisfactory, isn't it? What's the point of me playing and owning everyone in Team Fortress 2 and being in the top leaderboard all time?

It's like the NW airfield: If your lucky, you can get in and out with awesome gear. Risk and reward: You ran forever to get there, have a high chance of dying, but CAN come out with epic stuff.

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