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Zeeb (DayZ)

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Yeah leave that stuff in WoW and MMOs where it belongs. Bandits and heroes aren't supposed to be differentiated. Thats the whole point of the game. 

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Maybe you should buy yourself a copy of BF4, it is a deathmatch game, you would probably like it.
DayZ is a survival game that tries to grasp the concept of a real life apocalypse situation, do you honestly think every single one would be a murdering psychopath as soon as we face the end of times?

I didnt think so either.

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Maybe you should buy yourself a copy of BF4, it is a deathmatch game, you would probably like it.

DayZ is a survival game that tries to grasp the concept of a real life apocalypse situation, do you honestly think every single one would be a murdering psychopath as soon as we face the end of times?

I didnt think so either.

The problem with this is the developers.  They're getting the game they want.  A KOS/Death match game.

The lack of the old bandit skins that were in the mod is the signal.  

With no way to identify a bandit, everybody is a bandit.

Haven't bought it yet , since I'm waiting for improvements.  But if I buy it, I'll play KOS, because everybody must be assumed to be a bandit.

Not taking any chances.  Too many griefers. 

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Don't think we can judge the KOS as being an issue at the moment. At best it might be annoying, but it is too early to make assumptions that this will continue at the same level once more variation is added to the game.

 

In response to OP;

Well thought out points even if not agreed with.

 

1. Character skills shouldn't exist, the skill is what you the player bring to the game.

2. No perma NPC's camps or groups. But would like to see some dynamic events appear on the map at random locations/times. Could maybe make various ones based on saving or killing NPCs (bandit/hero etc) Once completed the NPCs if alive disappear.

 - This might relate to your Point 4 for reasons why people might group together, some missions too hard to solo

3. Needs the risk and be kept dynamic by players

4. Some will group with friends, some will group as they make friends and others will lone-wolf. Whether solo or grouped, bandit, survivor or hero - none should face restrictions and benefits defined by the game.

5. No bonus for killing bandits other than you get to live and you get their stuff if you loot it.

6. No messages. Every encounter should be a risk, adds to the excitement/fear (see Bandit, Hero or Survivor below)

7. As point 4. No advantages for being good or bad - no disadvantages either

8. A new character is a new character. You don't keep your loot, why keep anything else.

9. Lets see how the game develops first.

10. Need more info about the future of the game first.

 

Bandit, Hero or Survivor skins

Perhaps something could be done for this based on actions within the game... wait, hear me out.

As a new spawn you start out as a Survivor, for every other person you kill that's got a Survivor status you get +0 to your status

Kill a bandit and you get a plus score, kill a hero and you get a minus score.

 

Could be extended to include other things such as robbing but not killing, handing over food and water etc.

 

Now these scores don't offer any actual advantages, but perhaps if there was a more dynamic loot spawn system - such as looking in closed wardrobes, drawers etc you might find clothing based on your current status.

 

The more in the [+] you are the more likely to find gear for heroes, the more [-] you are, bandit gear. If you're a survivor perhaps the gear available will always the be the default in game stuff.

 

What this does is makes Bandits more baddass if they kill Heros and might encourage them to at least kill survivors for their loot, not just from distance for shits and giggles.

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I would not label people that shoot on KoS or after a conversation as people that should play CoD or BF4, It's just another way of playing the game.

If I see someone pointing a gun at me I shoot.

 

If he's unarmed I would cuff him take his pants off, and use him as bait, oh the JOY!! you can't take this away from the game, people should not have advantages or disadvantages just because they choose to play the game differently.

 

You know it's just how you look at the game after all :) Sure you can walk to everyone and try to get on a conversation but sooner or later he or someone else will stab you in the back!

Be carefull :)

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I like some of your ideas, but i also agree with the people who say the game needs a lot more done first. I'm pretty sure that the KoS rate will be changed after everything is added to the game. If it's still a problem by then, we can adress it accordingly.

 

For now all you can do is being extremely careful. Just make sure you spot them before they spot you, so you'll have the upper hand. If you have the upper hand, you can hold people up, question them, and if you think they're bandits, shoot them. You can punish them yourself. Make sure you let them know why.

 

Playing in a group will decrease the odds of seeing them first, but people are less inclined to shoot at a group, so theres that.

 

I've met my share of killers, but also good people. And as long as i'll be meeting those, i'll play the game.

Edited by Greaves

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Zeeb your ideas remind me a lot of a game called Ultima Online which is the only other game I've played that has evoked a strong emotional response while playing. you could kill anyone you wanted but would turn Red (bandit) after so many kills then anyone could attack you free from punishment and you couldn't enter towns, it made every interaction that much more interesting is it worth killing them and take a murder count or is it better to try and trade/ work together.

Humanity should definitely persist through death else it has no meaning.

 

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The problem with having a 100% sandbox game is this:

I connect to server, I loot shit, I see someone, I shoot him, I travel, someone sees me, he shoots me, repeat.


It gets boring, I dont think neither of you guys baught the game to play 2 hours a week because the core gameplay idea is broken.
The developers need to rethink the whole gameplay system, else the game will be completely dead in a few years because noone would see any point in wasting time,
which would suck dirty donkey balls..

Edited by Zeeb

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Zeeb your ideas remind me a lot of a game called Ultima Online which is the only other game I've played that has evoked a strong emotional response while playing. you could kill anyone you wanted but would turn Red (bandit) after so many kills then anyone could attack you free from punishment and you couldn't enter towns, it made every interaction that much more interesting is it worth killing them and take a murder count or is it better to try and trade/ work together.

Humanity should definitely persist through death else it has no meaning.

Yes, I played Tibia before, it is kind of the same, if you killed an innocent player you got a white skull for 15 minute and anyone could kill you without punishment, when you've killed 5~ innocent players you received a red skull which was the same as white skull, the only difference was that you had it for a whole month and you lost all your gear upon death, todays Tibia even added black skull, which is the same as red skull only that you recieved it after 10~ innocent kills, had it for a month, dropped all your gear + when you killed someone while possessing this skull you died yourself instantly.

That is what I call a perfect pvp system. Open world pvp with benefits and punishments, which I believe is also the key for DayZ.

Edited by Zeeb
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