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Spesago

Discourage career bandits

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Well... at least the OP's suggestions aren't as bad as alot of the other threads bitching about player killing.

 

When I was reading this one, I didn't feel like it was completely out of the question and only catering to the people who hate PvP.

I could actually have a bit of fun with this one since a part of the game that entertains me is the paranoia factor.

 

Still... you're giving unrealistic punishments for something that is human nature. The only reason you think killing another human being is so bad and results in such things is because of the society you were raised in.

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Every time i see a thread like this all i see is a dude that SUCKS at games, simple as that. If you don't have enough game sense to compete with other people in this game its time for you to play single player games or get a private server with a password so you can run around and kill retarded zombies which is obviously soo much fun. The reason i and many others play games at all is to compete with other people, challenge yourself,  DayZ doesn't have nearly enough pve content for me to stop killing people because all there is to this game right now is to get geared in 30 minutes and go shoot people so they can come on this forum and cry about kos.

Edited by SageZ

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The "problem" (which isn't so much of a problem, more of a "rationale" of sorts) with Day Z is that it doesn't really show the aftermath of a collapsing society. I've received training in disaster relief, disaster preparedness, and wilderness survival, and those posters saying that " KOS is what will happen in the apocolypse" are incorrect, for the most part. The more people working together, the easier it tends to be to survive in most survival situations. In general, there are three stages to societal collapse:

1) Collapse: the quintessential looting, rape-murder-and-burn part. When the social contract breaks down, and law and order gets overthrown. In metropolitan areas, the population  will be decimated very early on, either through infighting or through starvation/dehydration. There also very likely will be a mass exodus of people into the surrounding countryside, resulting in food shortages and another breakdown of law and order there as well. Most of the death and killing will happen in this stage of societal collapse, and it is in the later parts of this stage that I can estimate Day Z takes place in.

 

2) Stabilization: The rural population ( urban centers are almost certainly fucked) begins to stabilize, forming new communities and social contracts. Communities often become insular in this stage, being very suspicious of outsiders due to banditry, the very real threat of disease, or simply paranoia left over from Stage 1. Production starts up again, often in agriculture and light industry (home/community level power production, finding/making potable water on a community scale, etc). Militias, while relatively unorganized, begin to push bandits out to the hinterlands in between communities, and localized trade often picks up, using the barter system with locally produced goods.

3) Nationalization: this is the most complex stage, actually. Some power entices/forces communities to band together for defense/aid/trade, etc. This bondage essentially removes bandits from the equation, and lets production jump up to relatively (compared to the decline during stage 1) high levels. Trade between communities becomes more complex, with a monetary system usually put in place. This doesn't necessarily mean "money", but some trade good that is easily carried, produced, and has actual value. Hard alcohol is a very common type of this currency, due to its varied uses.

 

What many people don't realize is that survival of any type is realistically a group effort (division of labor, specialization of tasks, general human assistance, etc) The "preppers" people make fun of for hoarding rice, beans, and ammo have a very high simulated failure (read: death) rate in the event of simulated societal collapse, mainly because they refuse to open up and help other people.

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No activity that isn't hacking or exploiting should be discouraged. 

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The problem i have with this thread (other than it's a daily occurrence) is there isn't a problem with banditry, it's fine and needs no fix / solution as it's not broken.

It's harder to be a good guy than it is to be a bad guy and the game perfectly represents that; it makes the game interesting and terrifying, stop worrying about losing your gear and enjoy the game for its experiences not your loot hoarding! End.

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Ahhh this AGAAAIN.. well he's a fresh bambi with 7 posts anyway  ^_^  

 

Can I lick teh placenta off it ?

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i think there should be more penalties to being a bandit.

 

[sNIP ...  SNIP]

 

 

No, play as you like. Let others play as they like (in context of the game rules without combat logging)

Edited by icedon

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Look the only reason you notice this so much right now is because of the easy access to weapons with military bases very close to or on the coast itself.

 

If they were to be removed with civilian weaponry evenly spread across the map with spread out spawns then it will be harder for these so called "bambi killers" to find a target to grief, and when they do there is a higher chance they can fight back.

 

Once you get private hives you can use one of them so people cannot server hop or combat ghost and I am hoping for some kind of server lock timer for attempting to chance servers within X amount of time, again putting a damp cloth on server hopping.

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Every time i see a thread like this all i see is a dude that SUCKS at games, simple as that. If you don't have enough game sense to compete with other people in this game its time for you to play single player games or get a private server with a password so you can run around and kill retarded zombies which is obviously soo much fun. The reason i and many others play games at all is to compete with other people, challenge yourself,  DayZ doesn't have nearly enough pve content for me to stop killing people because all there is to this game right now is to get geared in 30 minutes and go shoot people so they can come on this forum and cry about kos.

Its not about pvp in general that i have a problem with, its the number of times people kill a player that has just started, has no weapon yet and gets killed by a sniper. that isnt player versus player at all. its too one sided.

 

Killing people makes sense and should not be discouraged, what i feel should be discouraged are the people that get all the best gear together and then pick off people who are just getting started.

 

the limits i suggested shouldnt break the game but should become a slight annoyance but would only come into effect with extremely low humanity, ie someone that kills a lot of defenceless newbies and helps no one. anyone playing a mixed playstyle would easily be able to avoid the negatives, certainly if they used the new mechanics such as ordering them them to get down on the ground, handcuffing them then robbing them for their beans.

 

with the way things are now why go through the effort of capturing someone when you can just kill them? the mechanic is a great one and i look forward to more non fatal player interaction. for me the most boring part of the game is starting over and being unable to find a weapon.

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not really big on the idea of punishing anyone for the game play styles honestly. perhaps the other side of the coin may (and i say may cause i have my doubts lol )help and that is add in more incentives to play another way more reasons to be friendly group up objectives that need more than 1 person to do (although again groups of bandit players/clans will be able to do it and still play the bandit way but aint that life.

 

I dont think anyone likes being KOS or robbed lol but its here it aint going to go away im afraid you will need to get use to it to a degree it may lessen as the game settles (may loose some of this style player as they get bored and move to other games they dont need to spend hours looking for that 1 kill ( once people learn to avoid places like balota!!)Things that are extremely unpopular amongst most Dayz players may help also character progression ( hey dont burn me alive)

 

  even the idea of backgrounds to characters when they spawn eg medical guys are only ones who can use the higher level of medical ideas guys who were pilots are only ones who can fly choppers mechanics only ones who can fix more complex machinery (again unpopular ideas lol ) but these may slow this play style although again probably not as those who like this style of play care for little else the game to them aint really survival its how many kills per respawn (many try to sway its best way to survive but they know it aint its just the most fun for them in a game...

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Encourage them, dont discourage them and give us all more weapons. Just give us bandit/murderer identification via a small red arm band and call it good. We'll be able to try and even the score. Seriously, i've come to the realization that coming up with "things to do"TM is going to be hard, if not impossible for the team to do while also make it fun/interesting for the long term. Im already bored as hell and getting very tired of the available upper half of Chernerus. Not helping that i'm not seeing players for hours on end while going from town to town either, but thats another issue(alpha, i know). Just make the game a team death match between bandits/military trying to kill and "the resistance" who knows what their up to and try to kill the, with survivors in-between with a small bit of background story to go along with it that leaves room for expansion later on and doesn't shut any doors. Case closed...

 

Then, you could utilize a real weapon in the KOS battle, and enable the server option (OPTION!) to disable survivor-to-survivor damage, dismissing any doubt about what side another survivor is on, increasing cooperationtion for those inclined, while still allowing the death match between everyone else and not putting a 100% dampener on KOS like most everyone would not want.

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I think what most of you fail to realize is that this is never going to be a game where everyone gets a trophy and the experience leaves you with a nice warm and fuzzy feeling. Stop trying to water the game down like every title AAA devs put out. Rocket isn't going to govern player behavior in game, period. You know who is? The community...and that's the beauty of DayZ. If you have a problem with bandits and people that KOS then find a group of like minded individuals and hunt them down. You aren't going to have shit handed to you here so knock it off with the qq threads because you were derping around and got blasted. 

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I think what most of you fail to realize is that this is never going to be a game where everyone gets a trophy and the experience leaves you with a nice warm and fuzzy feeling. Stop trying to water the game down like every title AAA devs put out. Rocket isn't going to govern player behavior in game, period. You know who is? The community...and that's the beauty of DayZ. If you have a problem with bandits and people that KOS then find a group of like minded individuals and hunt them down. You aren't going to have shit handed to you here so knock it off with the qq threads because you were derping around and got blasted. 

How do you track down bandits??  Btw, do you remember the bandit skins in the mod? There were bandit skins......in the mod, helping to somewhat govern peoples behavior.

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there needs to be a way to tell people to be freindly because at the moment shooting someone is by far the easiest option. if you try to hold someone up they just log out. shooting someone gives you their gear and all you lose is like 2 or 3 bullets and in a 30/40 round Cmag that isnt much. so banditry should still be a game aspect, but something needs to happen before banditry and being friendly gets balanced out

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How do you track down bandits??  Btw, do you remember the bandit skins in the mod? There were bandit skins......in the mod, helping to somewhat govern peoples behavior.

 

I do like the idea of some way to identify bandits but my post was speaking to the point of adding some mechanic like "insanity" that I continue to see everywhere as a way to gimp bandits. As far as hunting them just hang in a high traffic area and wait. They'll eventually start gunning people down and then you can step in and assist. It's worked for me many times and its pretty damn satisfying if you can save someone

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Because of this thread 4576,5 bambi's have died, thanks Spesago, I hope you can live with so much bambi-blood on YOUR hands (n) :emptycan: :emptycan: :emptycan:

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I think any way of identifying bandits in this game is lame.  The only method should be through stereotype (just like real life).

 

- Is he well geared?

- Does he have a firearm?

- Is he pointing it at you?

 

 

These should be your clues.  Not some dumbass skin or a giant red arrow over their head saying "This guy wants to kill you."  

 

Anything of that nature will completely strip the realism from this game.

 

Right now I'm in full camo, with a ballistic helmet, gas mask, aviators, and I walk through towns with my FNX .45 at ready.  By all means you would think I was a murdering bandit.  But I'm the polar opposite.

 

As far as what players perceive me as, is left entirely up to them.  And I like it that way.

 

I don't want some giant blue arrow over my head saying "This guy is nice, he gives out food and medical supplies."  I want players to have to figure that out on their own, or be brave and initiate contact with me.

 

If I get a bullet to the skull because someone assumed I was a hostile, then that's my problem to deal with only.  As it should be.

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I do the same but to me its a bitch to actually see anyone with certainty murder someone, because if I cant see both parties, who knows if the guy i saw kill, even if he shot first was just defending himself from the other guy in the process of raising his weapon. I've spent hours waiting... mainly in Zelenogorsk near the military barracks. In fact, in 30-40 hours, i've only seen 1, maybe two murders myself. Not good.

 

Hunting and cooking is going to have to be DAMN INTERESTING if were not to have bandit/survivor identification.

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Dean has been heard to say he hopes players themselves will be the ones to police bandits.

 

We are not likely to see any form of "punishment" for any choices in the game that comes from the engine itself. No "paranoia," no insanity, no skins and no dogs that can smell bad guys.

 

If you want to punish people for playing a certain way, find groups of like-minded players and start handing out those punishments yourselves.

 

"But how do we know who the bandits are?"

 

A big first step will be a system of player identification like the one I suggest here which lets people recognize other players using their own powers of perception, not any magical system of bandit-identifying game faeries who fly around telling you who the bad guys are.

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Oh great, cry about bandits thread #223364230945

 

Oh, and it even has insanity ideas LIKE THE REST OF THEM

 

SEARCH. FUNCTION.

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Dean has been heard to say he hopes players themselves will be the ones to police bandits.
 
We are not likely to see any form of "punishment" for any choices in the game that comes from the engine itself. No "paranoia," no insanity, no skins and no dogs that can smell bad guys.
 
If you want to punish people for playing a certain way, find groups of like-minded players and start handing out those punishments yourselves.
 
"But how do we know who the bandits are?"
 
A big first step will be a system of player identification like the one I suggest here which lets people recognize other players using their own powers of perception, not any magical system of bandit-identifying game faeries who fly around telling you who the bad guys are.

 

I read your whole post on being able to jot down a note about a player having murdered someone........lol. If i see someone commit murder or banditry, that is my excuse to have a little few and far between fun in this game. Im going to kill him (or try to) IMMEDIATELY...  :rolleyes:  Im guessing you don't play as a pure survivor/vigilante much, it a little bit time consuming and uneventful. "Handing out punishments" is maybe harder than you think. Harder still when you run through populated areas and don't see another player for hours...

 

99% of the killing in this game makes no sense. Bringing in a shady military group you rarely see who are funding/helping the bandits/murderers to KOS anyone they see to try and wipe the virus out is believable, thats important for immersion. Using a red arm band to keep them from killing each other is believable. Having a red cross on the arm band that puts [fictional] people at ease and makes it easier to kill is believable.

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You seem to be speaking almost entirely from a "current gameplay" perspective, which is fine but basically pointless. The game has about 5% of the total planned features.

 

So, yes, currently it is boring and difficult to find fun things to do. My ideas are forward-looking, when the game is going to have far more robust systems in basically every area. Right now it makes sense to try and act IMMEDIATELY when you witness something go down, but hopefully there will come a day when you're not so willing to dive right into a dangerous situation just for the fun of it because you actually value your life as a survivor and don't want to risk it over some beachsprout and his Duracell.

 

Also, did you never use binoculars in the mod? It's pretty hard to act IMMEDIATLEY when you're witnessing something from 1km away.

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You seem to be speaking almost entirely from a "current gameplay" perspective, which is fine but basically pointless. The game has about 5% of the total planned features.
 
So, yes, currently it is boring and difficult to find fun things to do. My ideas are forward-looking, when the game is going to have far more robust systems in basically every area. Right now it makes sense to try and act IMMEDIATELY when you witness something go down, but hopefully there will come a day when you're not so willing to dive right into a dangerous situation just for the fun of it because you actually value your life as a survivor and don't want to risk it over some beachsprout and his Duracell.
 
Also, did you never use binoculars in the mod? It's pretty hard to act IMMEDIATLEY when you're witnessing something from 1km away.

 

What could possibly be added survival-wise that would be fun for the long term, besides deathmatch? If you didn't notice, deathmatch games are quite popular. Seriously, name one thing. I can't imagine one. Not for my interests and judging by what i see going on from everyone else in the mod and mods of the Dayz mod, i imagine others are pretty INTERESTED in team PVP. I play in 3D btw, its gobsmacking incredible and immersive. I've spent loads of time off doing my own thing viewing it like it was a holodeck, but that gets old. Origins, with bandit skins was a breath of fresh air, but even that got old. Or at least i needed a long break. Actually this was more about other issues i won't bother mentioning. When i came back to normal DayZ some asshat told me bandit skins were gone so i decided to just PVP, not wanting to do the "sit and wait" vigilante game anymore, although still not KOS'ing some survivors. It was fun, although i only did it for a couple weeks.

 

Are you a KOS bandit btw?

Edited by Thane

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Once zombies are more formidable, a lot of peoples attention will be drawn to them, especially if they are more dangerous than other players.

Random large hordes would also add challenges that players can enjoy seeking out, rather than terrorizing fresh spawns.

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Yeah, let's discourage a legitimate style of play.  That's sure to help the game grow.

 

Oh, wait.

 

 

No.

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