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hannibaldaplaya

Do not implement features that punish KoS in some stupid karma sort of way!

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Ok well no need to flame,

 

But I guarantee that it will be just as easy....

I'll be laughing when you find yourself actually dying to zombies.

 

What you are saying is absurd. The developers have made it clear that they are looking to make zombies an actual threat, by upping the amount of them and improving their AI. By the time the game is released, we'll be able to actually sneak past them and we'll actually fear firing the loudest of guns.

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Dean was talking about a number of 4000-8000-10000 zeds. When we will have that number of enemies running, crawling, jumping in every direction.. I think that we will achieve a good balance. Even more if the remaining zeds just tear apart every players body and destroy the loot in the process. In the alpha at this point, the main feature is player hunting, so KOS in the main attitude. When the main feature will be zeds, we will still have pvp and KOS but also a huge number of hero to set the score (a fully geared camo sneaky player who do not fight zeds with furious anger is suspect, to name only this one).

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When zeds are polished and more are added, there will be literally NO reason for this karma bullshit.

 

Players who kill those unarmed will risk their lives by firing off a loud ass round, which will attract zeds to their position, thus making people think about who to engage.

 

Plus, this is DayZ. You're supposed to be scared of the other players, and you need to always be careful. Just because you got sniped running down Balota airfield or down the road to Cherno doesn't mean someone was being a griefer, it may be due to the fact they kind of want to keep the loot to themselves and are getting rid of you incase you do get armed in the area and pose more of a threat to them.

 

So to an extent I think you are right. Zombies need to have more of an impact and I believe in time they will. It will most likely change these shoot first mentalities.

 

So what I meant is that it is not fair in any game for a player to directly have an impact on the enjoyment of anothers game. DayZ is NOT a Player versus Player game. Its a Player versus Zombies, Enviroment and Player game. The problem is that alot of people that come to a game like this and bring their call of duty mentality. They either don't understand or don't consider other players. Keeping this in mind that means players should be able to pay for this game and get what they want out of it.

 

Now don't get me wrong because I understand that pvp is a massive part of what this game is about...but its not what its all about.

Edited by Sawlstone
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Dean was talking about a number of 4000-8000-10000 zeds. When we will have that number of enemies running, crawling, jumping in every direction.. I think that we will achieve a good balance. Even more if the remaining zeds just tear apart every players body and destroy the loot in the process. In the alpha at this point, the main feature is player hunting, so KOS in the main attitude. When the main feature will be zeds, we will still have pvp and KOS but also a huge number of hero to set the score (a fully geared camo sneaky player who do not fight zeds with furious anger is suspect, to name only this one).

 

 

You know that across the oublic hive, and not across each server

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The karma system that i have seen just points out (by clothing, visual) that a player is a bandit type player (who will most likely kill you)  or that they are a hero type person (who most likly be friendly).

 

My questions are;

 

Are you against being identified as a Bandit?

 

or

 

Is it you just dont like the talk of being punished for KOSing?

 

I want to know if it is the whole karma system you are opposed to or just the punishment part.

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Why are you so angry OP, it's not like the recent update has added this system back in. Personally I think you need to chill.

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You know that across the oublic hive, and not across each server

 

I'm not gonna do the math, but if that was true there'd probably be 10k zeds across all servers right now. In the early days of the mod you'd have about 700-1000 zeds on a full server (zeds only spawned within 200m (or 300m can't remember) of players... which incidentally was one of the reasons I quit the mod).

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Disclaimer: I'm not defending people who want a karma system, I personally play with the intent to kill anything that isn't a zombie and I agree with you that we don't need one I just saw a major flaw in this statement.

 

A karma system wouldn't punish you for your play style, it would even out the playing field for the two primary playstyles (KoS and carebearing). The KoS mindset has an advantage over the carebear mindset because the KoS player will always get the jump on the carebear. If characters had a way of recognizing this or maybe some sort of resistance to damage due to "heroism" then maybe that would level a playing field, making the initial jump less effective and giving time for the carebear to react and defend himself.

 

My theory is that everyone plays KoS unless they have no way of killing you in which they start to scream that they're friendly while you have your gun pointed at them.

 

YES! This is exactly what happens in 99% of the cases. There is no thinking, there is no play style, no story, everyone just mindlessly kills each other, just in case.

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I'll be laughing when you find yourself actually dying to zombies.

 

What you are saying is absurd. The developers have made it clear that they are looking to make zombies an actual threat, by upping the amount of them and improving their AI. By the time the game is released, we'll be able to actually sneak past them and we'll actually fear firing the loudest of guns.

 

All this will change is that you'll waste more ammo on zombies than you do now, following which you will continue to kill other players on sight, to get their ammo. Wow, that'll really solve the problem. Good thinking.

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I doubt there will be any artificial "balance" to that system. KOS douchebags are still douchebags, beach nobs are beach nobs. But! More difficult gameplay with scarce resources FORCES players to either kill & loot or co-operate (only brave or foolish souls if with strangers). One wont survive alone too long.

DayZ isn't CoD with beans, but pvp is part of it.

Personally I still believe that 99,9% of KOSers should be forced to listen Justin Bieber's entire 'music' production before they can log out, but that's just my opinion.

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Exactly. A system like that is borderline retarded.

 

Say I shoot someone, because I don't want him looting a building that may have a weapon or ammunition in it. I'm making sure that guy doesn't become a threat, and I'm securing that loot. Should I be punished for making that decision? No.

+1 sir.

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I personally would perfer to hunt the KOS guys so the karma system would help me identify them

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I personally would perfer to hunt the KOS guys so the karma system would help me identify them

 

How about you being a real bountyhunter and instead of a system telling you who is bad and who isn't use your eyes and observatory skills to determine this for yourself? It's pretty easy observing people from a distance especially in places where you can expect them and watch them commit crimes.

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Why would we want a system that punishes players for their fucking playstyles?

 

KOS'ers do this for my 'fucking' playstyle...if they see me and succeed in their aims (not so far)

Edited by phlOgistOn

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Exactly. A system like that is borderline retarded.

 

Say I shoot someone, because I don't want him looting a building that may have a weapon or ammunition in it. I'm making sure that guy doesn't become a threat, and I'm securing that loot. Should I be punished for making that decision? No.

 

Exactly right.

 

 

Regardless of why you kill someone, you shouldn't be "marked by god" because you chose to do so.  And as mentioned above, the reasons for killing someone aren't always rooted in evil.

 

Prime example.  Buddy of mine was trying to meet up with me outside of Cherno, but he was stuck in it.  He sees an unarmed player, makes contact, doesn't butcher him with his axe, and goes on his way.  Only to have said player find a weapon, and come kill my buddy with it before we could link up.

 

The player probably just wanted his loot.  But does he deserve to have some "godmark" on him because of his decision?  No.  Was my buddy foolish for letting him live?  Not really, but it did come back to bite him in the ass.

 

But this is what this game is all about.  "Karma" is not real.  No matter how much someone wants to think it is, it isn't.  So adding some sort of "bandit identifier" to this game is just an absurd idea.

 

Not to mention a HUGE part of this game is deception.  What if someone is trying to pretend to be a friendly, only because they have an Axe and you are staring at them with an M4.  So they can use this ploy to get you to let your guard down, and butcher you with their axe for your gear.  But if they had killed someone previously, you'd know because of this "godmark" and kill them before they killed you.

 

In my opinion, this goes against the very core foundation of this game and what the devs are trying to achieve.

 

Having said that, I have 100% confidence that Rocket will never ever allow something this lame to be implemented into DayZ.  It goes against what he's trying to achieve, and he's said that before.

 

If you're tired of being killed by players, you're doing something wrong.  LEARN TO SURVIVE BETTER.

 

I've been alive for days on the same character.  And I haven't killed a single person with this character yet.  I observe, sneak, pay attention, check all avenues, cover all bases.  I watch the players move about Cherno from a safe distance.  A group of 3 of them armed to the teeth.  Most likely, encountering them wouldn't be a good idea.  So I keep them at distance, and mostly stay away from the coast because I know it's suicide.  Unless I'm looking for a kill for whatever reason (say I need food).

 

There should be no reason I can't murder someone for their supplies without some stupid "bandit mark".

 

As far as killing fresh spawns or unarmed people goes, player choice.  Simple as that.  First off fresh spawns aren't losing anything.  And what if I need a battery?

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How about you being a real bountyhunter and instead of a system telling you who is bad and who isn't use your eyes and observatory skills to determine this for yourself? It's pretty easy observing people from a distance especially in places where you can expect them and watch them commit crimes.

 

If i was a real bountyHunter would i not have info on the bounty target? eg description, last known location, theat level ect.

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Exactly right.

 

 

Regardless of why you kill someone, you shouldn't be "marked by god" because you chose to do so.  And as mentioned above, the reasons for killing someone aren't always rooted in evil.

 

Prime example.  Buddy of mine was trying to meet up with me outside of Cherno, but he was stuck in it.  He sees an unarmed player, makes contact, doesn't butcher him with his axe, and goes on his way.  Only to have said player find a weapon, and come kill my buddy with it before we could link up.

 

The player probably just wanted his loot.  But does he deserve to have some "godmark" on him because of his decision?  No.  Was my buddy foolish for letting him live?  Not really, but it did come back to bite him in the ass.

 

But this is what this game is all about.  "Karma" is not real.  No matter how much someone wants to think it is, it isn't.  So adding some sort of "bandit identifier" to this game is just an absurd idea.

 

Not to mention a HUGE part of this game is deception.  What if someone is trying to pretend to be a friendly, only because they have an Axe and you are staring at them with an M4.  So they can use this ploy to get you to let your guard down, and butcher you with their axe for your gear.  But if they had killed someone previously, you'd know because of this "godmark" and kill them before they killed you.

 

In my opinion, this goes against the very core foundation of this game and what the devs are trying to achieve.

 

Having said that, I have 100% confidence that Rocket will never ever allow something this lame to be implemented into DayZ.  It goes against what he's trying to achieve, and he's said that before.

 

If you're tired of being killed by players, you're doing something wrong.  LEARN TO SURVIVE BETTER.

 

I've been alive for days on the same character.  And I haven't killed a single person with this character yet.  I observe, sneak, pay attention, check all avenues, cover all bases.  I watch the players move about Cherno from a safe distance.  A group of 3 of them armed to the teeth.  Most likely, encountering them wouldn't be a good idea.  So I keep them at distance, and mostly stay away from the coast because I know it's suicide.  Unless I'm looking for a kill for whatever reason (say I need food).

 

There should be no reason I can't murder someone for their supplies without some stupid "bandit mark".

 

As far as killing fresh spawns or unarmed people goes, player choice.  Simple as that.  First off fresh spawns aren't losing anything.  And what if I need a battery?

 

 

From reading your post, you are NOT a KOSer...just a sometime bandit when necessary.

 

You assess threats and your own needs before taking action, you don't camp the fresh spawn areas and Kill On Sight

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If i was a real bountyHunter would i not have info on the bounty target? eg description, last known location, theat level ect.

 

Not by magic. Sure if there was some sort of society with a law enforcement department, they might have a discription. But as it stands we're in a post-apocalyptic world, where such things no longer exist. Maybe instead give players more options to notify others of danger such as leaving notes, signs, walky talkies, radios, etc. And some sort of tracking system would be cool where you can actually tail someone for serveral hours just going off his tracks, empty bean cans and bloodtrails.

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From reading your post, you are NOT a KOSer...just a sometime bandit when necessary.

 

You assess threats and your own needs before taking action, you don't camp the fresh spawn areas and Kill On Sight

 

I'm far from a bandit.  I try not to kill someone if at all possible.  I find the uneasy player interactions much more interesting.  When you run into someone and both of your guns are drawn, but nobody starts shooting right off the bat.  That's what really makes this game unique to me.  Well, one of the many things.

 

 

But if someone decided to kill me without asking questions for whatever reason, they don't deserve to have some artificial marker on their heads or bodies indicated that they did so.  Then people who choose to play as ruthless bandits will be punished by pretty much everyone else just for choosing that playstyle.

 

 

 

PLUS, the spawn system was changed yesterday.  So shore camping is no longer a valid argument.  People are spawning everywhere now.

 

 

But even if the spawn system didn't change, we do not need to punish people for killing others regardless of reason.  To me, this is just a whiny argument from players who are killed often because they simply do not understand how to play this game.

 

My character has probably completed 4-5 laps around the map, stopping by just about every military spawn site to perfect my gear (still haven't found a damn bipod).  I avoid Balota, it's suicide.  If you go anywhere near there in anything less than completely decked out gear, you're insane.  Unless you're a fresh spawn trying to land an easy melee kill to pillage a body.  Totally legit tactic.  But if we had some BS karma system, a player who chose to do that would also be flagged as a "bandit" regardless of the amazingly unlikely chance that you can accomplish that feat.

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I guess it's a difference in viewpoints. I see DayZ as UO with guns and zombies. I wouldn't mind a proper system for reds and blues along those lines. I know this is how a lot of people actually see the game. It's a sandbox PvP game. 

 

I doubt zeds will ever be dangerous enough on their own to deter the vast majority from going bandit/red. A system that rewards heroes/blues instead of punishing bandits/reds is what's needed IMO. 

Edited by jovial

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Yeah that's what I said, incentive. As long as it's not Trammel I'm good ;) Being a vet UO player myself I don't think you can really compare UO & DayZ, sure it has similarities but it's like saying apples and leaves both grow on trees. Also I wasn't much of a fan of the systems they put in place to try and control the social experiment that was the early UO PK/anti-pk days. Getting more than 8 murders at one point just meant a larger electricity and internet bill (jeej dial-up) because you had to macro them off to avoid the rather harsh stat loss punishment.

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