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McBonkhead

The KOS conundrum, problem/solution.

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Just like to start of saying, this is an interesting thread some good points but correct me if I'm wrong but people who have killed someone in self defense are less likely to go crazy and develop brain conditions so if thats the case how do you implement these features in the game, without penalizing the people that have only killed people in self defense for instance, in the mod I tried to play a hero so I only killed people who were shooting at me but because of the way the karma/humanity system was set up I would more often than not be in a bandit outfit. Because the people I killed were not always bandit skin themselves so my humanity would go down so I.e how do you stop someone from getting the conditions you have stated when they only kill in self defense how does the game know the difference?

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Just like to start of saying, this is an interesting thread some good points but correct me if I'm wrong but people who have killed someone in self defense are less likely to go crazy and develop brain conditions so if thats the case how do you implement these features in the game, without penalizing the people that have only killed people in self defense for instance, in the mod I tried to play a hero so I only killed people who were shooting at me but because of the way the karma/humanity system was set up I would more often than not be in a bandit outfit. Because the people I killed were not always bandit skin themselves so my humanity would go down so I.e how do you stop someone from getting the conditions you have stated when they only kill in self defense how does the game know the difference?

 

 

It doesn't.. That's one of the many problems with the humanity system. I had 11000 humanity in the mod, and that's mostly because I avoided the shit out of people. 

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I don't really like the idea of going insane if you kill people. I imagine that after Day Z, society having broken down, it's much more easily justifiable to kill someone. It's about survival. I do agree that KoS policy is a bit annoying when I'd like to socialize a bit with people I meet in the game, but sanity isn't the way to do it. It's too handhold-y, and artificial. 

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Players need to have something to offer other players while they're alive. The way the game is going there will still be nothing another player can offer me that I can't get off his corpse and if I'm playing with friends they can heal me.

 

Even if it were the case that people had something to offer you while they were alive, bandits will just kill them afterwards anyway lol

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Another one of these "killing people make you insane" topics.

 

Too bad op, i stopped reading when you brought this fallacy.

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I love how people here actually believe that more endgame content will actually reduce the KOS mentality.

 

I love how people think in terms of endgame content as a solution for anything... in a game that isn't really designed to have endgame content. MMORPGs have created a whole little complex of their own, with people subconsciously adopting their content structure as the ideal. It's really somewhat annoying, since said structure isn't really all that great, but that's a whole different topic.

 

KoS is not the sole problem imo. People kill each other because they got nothing to d but killing. Simple as that, 

 

It's not being psychopath because its easy get military grade gear by server hopping, and zombies are joke. When you got enough supplies, find a friend and form a group then you start to kill people. It's not so hard to understand. 

 

I'll try to find better server where i can find hero and even bandit clans for less random more organized multi gameplay,

 

Your best bet until probably late this year/early 2015 would be the mod - it's clunkier, lots of bugs and whatnot, but it does have a lot of the content that isn't yet implemented in the standalone.The devs have implied that zombie AI is a long way off, so it will likely be this way for quite a while yet.

 

I don't think any magical system (reputation, insanity, etc.) would fix the problem. It would most likely be ignored, even if it had mild negative implications.

 

I guess that I just found the right phrase: I should need another player to survive - in any other case, he/she will always be just a liability.

There was actually a really good thread with a theme of enforced cooperation started halfway through last year (and necroed at Christmas, which is the only reason I found it), where the poster's idea was basically to make it impossible to survive alone, and to give any potential martial conflict severe ramifications for both sides - basically, having realistic wounds/crippling, healing times, infection mechanics, et cetera. He wanted to see the game be made into a living hell, and a lot of his ideas were rather appealling and well thought out. Search 'make DayZ a living hell' and you should get the thread, if you want to take a closer look.

It got me thinking for a while, and there were a couple of things I felt would really make cooperation more desirable - giving zombies full movement speed inside buildings (no kiting them indoors and meleeing them to death from a safe distance) and giving zombies the ability to tackle/drive you to the ground and pin you down. You become virtually helpless unless you have a sidearm or small melee weapon you can use to disable the zombie, and disabling said zombie is likely to result in infection, either through serious bite wounds or from the gore splatter when you bust its head open. It also leaves you open to whatever other zombies (and when the standalone's zombie AI is done, there WILL be other zombies - a lot of them) are trailing the one who happens to knock you down. In such a situation, you would want a partner or four, simply to increase your odds of survival - if you're facing a small group of zombies and one of you gets pinned, another player can pull it away, or kill it, to save you - or draw off the excess zombies to give you some time to free yourself.

 

It would make solo play a hell of a lot more dangerous, but this game is angled around an authentic survival experience... and I can't think of many better ways to make cooperative play appealling through the game's core mechanics. Zombies are not really a challenge as they are now, simply because they are so basic in their behaviour. If they actually have the potential to render you helpless, it changes up the game a lot.

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Reading these tedious boring wrongheaded moans for 'no more kos' are what makes people lose their sanity. 

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Survival is the main emphasis of this game, weather it be hunting for loot to ensure you survive or taking it off another players corpse the current design and culture of 'KOS' is dare I say it.. Spot on!

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ok ARMA AND COD KIDDIES...

arma is this way --->

cod that way <------

dayz is right here now please just lik e you tell everyone else GTFO

Sandbox games aren't "supposed to be played" any certain way. You're the one trying to change the game and crying about how 95% of people are playing it; you don't like the game YOU can leave idiot.

Hello kitty island adventure

------------->

Spongebob dvd box set

<--------------

Edited by Weedz

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..

Edited by Weedz

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