Xianyu 820 Posted November 6, 2013 Just an idea I had to potentially reduce KOS and remove the whole issue of 'I'm not an asshole but I'm a bandit because I defend myself'. Basically, it's a 'threat indication'. You can indicate someone that you're aiming at is a threat to you. So long as they are visible and have a weapon on their person. Marking someone as a 'threat' could instantly make them killable without a loss of karma, or perhaps after a short period of time, say, five seconds. Or instantly, if the survivor is engaging you in combat. When someone marks you as a threat, you get a notification in the chat window, something like 'X feels threatened by you' or something similar. So basically, if you come across a regular survivor in a coastal town that was just shooting noobs, you can mark him as a threat to your person, and take him down without instantly turning into a bandit. Yes, the system can be abused. Some new spawn with a pistol, you with a rifle, mark him as a threat, kil him with impunity. Whatever. Nobody trusts anyone in DayZ anyway and people are going to be pricks no matter what you do to stop them. But at least with a 'threat' system they have advance warning of the intent to kill from another survivor. A bandit will be business as usual, because they can just shoot you without the advance warning. There could even be some finicky code in there to find people that abuse the system and mark everyone as a threat so they can kill them and remain a survivor. You'll catch 'innocent' people either way. But if two survivors meet, and they have the ability to call someone as a threat and not lose karma by killing them, I think it more likely that they'll use that ability. Oh, and probably once you mark someone as a threat, that person can kill you without losing karma either. Maybe then the bandit differentiation will be somewhat useful since it won't dragnet everyone who is forced to defend themselves? The 'realism' tangent can be explained away with 'I saw it in his eyes. He was gonna kill me'. Or 'I felt the hairs on the back of my neck stand up' or somesuch. Share this post Link to post Share on other sites
Frytek 130 Posted November 6, 2013 It isnt bottlefield. Too much abuse. How can a machine tell if you see him proning in the grass, behind a bush or not. It should be kept simple. 1 Share this post Link to post Share on other sites
applejaxc 2500 Posted November 6, 2013 ...the fuck? Bandits would just mark everyone they were going to shoot so they'd never lose humanity. 4 Share this post Link to post Share on other sites
enforcer1975 1111 Posted November 6, 2013 Yay radioactive twinkies all over the place... No thank you. 1 Share this post Link to post Share on other sites
Korsbaek 1778 Posted November 6, 2013 Yay radioactive twinkies all over the place... Fucking Snowballs! 1 Share this post Link to post Share on other sites
Xianyu 820 Posted November 6, 2013 I never said they'd be marked on the GUI or the HUD. Christ you people are overreacting to something that doesn't even exist. It isnt bottlefield. Too much abuse. How can a machine tell if you see him proning in the grass, behind a bush or not. It should be kept simple.You'd have to be aiming directly at them for it to work. Which means you'd be able to see them pretty clearly, no? Unless you walked around, swinging your reticule everywhere hitting the button hoping for the text to pop up, at which point, BINGO! you got someone! And they now know that someone is around with the intent of killing and you, swinging your aim around like a fucking retard, don't actually know where they are. ...the fuck? Bandits would just mark everyone they were going to shoot so they'd never lose humanity.At which point the finicky coding would kick in and say hey, this person is abusing this system! Not to mention he'd be giving all his targets a 5 second warning each time. Time they could use to hide/get to cover/shoot back. Share this post Link to post Share on other sites
applejaxc 2500 Posted November 6, 2013 Not to mention he'd be giving all his targets a 5 second warning each time. Time they could use to hide/get to cover/shoot back. So marking someone would warn them and make them invincible for five seconds to run and get cover..? Regardless the idea is flawed. Good intentions, but how is this going to help the game? An OBVIOUS and extremely useful way to shoot people "with impunity" isn't that fun and I certainly don't think this belongs in DayZ. 1 Share this post Link to post Share on other sites
TIC 1050 Posted November 6, 2013 I think the best way to "mark" someone as a bandit is place a note on a wall in something similar to this.. 3 Share this post Link to post Share on other sites
Statik (DayZ) 2695 Posted November 6, 2013 You stated yourself it's clearly abusable. Not to mention how immersion breaking it is.I'm sorry, but this is just a horrible idea. Share this post Link to post Share on other sites
Lady Kyrah 1110 Posted November 6, 2013 You might want to bump the "threat" thing to 24 or 48 hours to make it really worth anything. Share this post Link to post Share on other sites
Dekkymane 145 Posted November 7, 2013 The cancer of bf3 is how you can press Q and spam it, now all of the enemy players are red doritos. Not a chance. :/ 1 Share this post Link to post Share on other sites
Xianyu 820 Posted November 7, 2013 The cancer of bf3 is how you can press Q and spam it, now all of the enemy players are red doritos. Not a chance. :/That's because they show as blips on your radar and you don't even have to have your crosshairs on your enemy. Go to a server with nameplates on and try to aim at someone to find out where they're hiding. Good fucking luck. If the option to mark them as a threat was part of the player context menu, it would be impossible to 'spam' it. Jesus christ, how did you even get the idea into your heads that it would be anything like BF3? Share this post Link to post Share on other sites
Lady Kyrah 1110 Posted November 7, 2013 That's because they show as blips on your radar and you don't even have to have your crosshairs on your enemy. Go to a server with nameplates on and try to aim at someone to find out where they're hiding. Good fucking luck. If the option to mark them as a threat was part of the player context menu, it would be impossible to 'spam' it. Jesus christ, how did you even get the idea into your heads that it would be anything like BF3?Because it was the best example he could find to support his dislike of the idea. Share this post Link to post Share on other sites
Dagwood 680 Posted November 7, 2013 Reading the title, I had high hopes for this thread. Unfortunately it was a terrible idea and so I am going to hijack it with a much better idea with a similar concept. You're welcome.Once you meet a player and interact with them in a friendly manor (or not) you can "mark" them as either friendly or hostile. This is to simulate how in real life, you would recognize a person's face or maybe posture and stride at a distance. This feature also helps alleviate the need and problems associated with a humanity system. When you meet a player and he is friendly, you mark him as a friendly (or hero. W/e) and then when you see him hours later from a distance in a firefight or in need of help, you actually recognize him. For this marking system to not be stealth/immersion breaking, the mark would need to be subtle (like a change in perceived facial expression and maybe the heartbeat indicator currently in the mod) Share this post Link to post Share on other sites
enforcer1975 1111 Posted November 7, 2013 The guy who shoots others should have a 10m evil smilie hovering 100m above his head like some Evolution servers mark teamkillers........for the rest of the lif that avatar has. Share this post Link to post Share on other sites
Wayze 549 Posted November 7, 2013 I think the best way to "mark" someone as a bandit is place a note on a wall in something similar to this.. Don't wonder if you end up being the one on this paper. Share this post Link to post Share on other sites