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Slyguy65

*Long Post* The Intuition System and how it can work within DayZSA (Read before flaming)

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Just to give you an example. What if I'm scoping out this bandit and my intuition tells me to avoid the guy because he has blood all over his clothes.

 

Okay, just to clarify I'm not concerned with you finding some contrived reason why you think it "makes sense" for you to be able to still basically magically tell that I'm a "bad buy" from 1km away. Blood on my clothes? Okay, good start. Except maybe I just saved a bleeding man, or killed an infected human being as we all do every day, or butchered a cow, or got clothes from a dead body to stay warm, or any number of the other hundred ways I could have gotten blood on my clothes you just somehow know it's from murdering someone.

 

How do you know? Well, because your definition of "intuition" is the game engine magically makes it clear who is responsible for acts that you're uncomfortable with by showing you red pixels on the screen. That's "intuition" in the same way me taking out my erect penis at a Starbucks and dunking it in some woman's latte is "subtle flirtation."

 

I don't care what explanation you come up with, it boils down to the same functionality. "Slap a giant 'STAY AWAY' sign on people who might hurt me so I can stay safe and cozy."

 

If you want intuition to play a role in how well you survive in the game then use your own. Observe a person's behavior and decide if you think they're good or bad based on what they do. If you can't do that, then why should the game engine come along and magically grant you powers of intuition which you apparently don't actually possess? 

Edited by ZedsDeadBaby
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I like the idea. Its one that doesn't seem to fanciful or unrealistic, and it isn't too invasive either.

 

However, this system would do absolutely nothing to address KoS. For me personally, I KoS because I like to have fire fights. How wonderful if the other person is given an alert to this fact, so that we may begin our fire fight even sooner.

In the general case, people who like to KoS are still going to do so, even if they are flagged as someone who does so.

 

So yeah, nice idea, gives the game a bit of flavour, but ultimately you need to think about what this mechanic seeks to accomplish, and whether or not it can.

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Okay, just to clarify I'm not concerned with you finding some contrived reason why you think it "makes sense" for you to be able to still basically magically tell that I'm a "bad buy" from 1km away. Blood on my clothes? Okay, good start. Except maybe I just saved a bleeding man, or killed an infected human being as we all do every day, or butchered a cow, or got clothes from a dead body to stay warm, or any number of the other hundred ways I could have gotten blood on my clothes you just somehow know it's from murdering someone.

 

How do you know? Well, because your definition of "intuition" is the game engine magically makes it clear who is responsible for acts that you're uncomfortable with by showing you red pixels on the screen. That's "intuition" in the same way me taking out my erect penis at a Starbucks and dunking it in some woman's latte is "subtle flirtation."

 

I don't care what explanation you come up with, it boils down to the same functionality. "Slap a giant 'STAY AWAY' sign on people who might hurt me so I can stay safe and cozy."

 

If you want intuition to play a role in how well you survive in the game then use your own. Observe a person's behavior and decide if you think they're good or bad based on what they do. If you can't do that, then why should the game engine come along and magically grant you powers of intuition which you apparently don't actually possess? 

 

Fair enough. We all have our own ideas for what would help the game.

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I don't like the idea of giving players hints as to the nature of other players at all.

 

You need to be able to judge people for yourself. Holding the players hand and saying "this guy is bad, kill them, or run away" is stupid.

 

You can use your real intuition when interacting with a player, why do you need to simulate it?

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Not bad, although I don't believe there is anything wrong with visual clues in the first place. Being able to tell a person is a murderer isn't really any less realistic than 99% of the people playing like psychopath killers with no consequences. The worst possible thing that can happen is they die - and respawn on the beach a few seconds later. A system similar to the mod, only a bit more subtle would be just fine.

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To begin, the whole topic of KOS and bandits is getting annoying to read due to the fact both sides have the same arguement

 

It's not the whole conversation of removing or keeping or "fixing" KOS that pisses me off, it's the fact that people keep making new threads every day, when there's a perfectly fine Thread Right Here that all of your "threads" can go in to and fit perfectly; instead of cluttering up my General Discussion section by the day.

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Okay, just to clarify I'm not concerned with you finding some contrived reason why you think it "makes sense" for you to be able to still basically magically tell that I'm a "bad buy" from 1km away. Blood on my clothes? Okay, good start. Except maybe I just saved a bleeding man, or killed an infected human being as we all do every day, or butchered a cow, or got clothes from a dead body to stay warm, or any number of the other hundred ways I could have gotten blood on my clothes you just somehow know it's from murdering someone.

 

How do you know? Well, because your definition of "intuition" is the game engine magically makes it clear who is responsible for acts that you're uncomfortable with by showing you red pixels on the screen. That's "intuition" in the same way me taking out my erect penis at a Starbucks and dunking it in some woman's latte is "subtle flirtation."

 

I don't care what explanation you come up with, it boils down to the same functionality. "Slap a giant 'STAY AWAY' sign on people who might hurt me so I can stay safe and cozy."

 

If you want intuition to play a role in how well you survive in the game then use your own. Observe a person's behavior and decide if you think they're good or bad based on what they do. If you can't do that, then why should the game engine come along and magically grant you powers of intuition which you apparently don't actually possess? 

 

 

Thought about your post a bit and I do agree that if the Intution system always told you exactly what to expect from a player it would ruin the immersion and the excitement. If implemented it shouldnt be perfect, meaning that its not always correct and there should be multiple reason why you might get a message such as "Player is covered in blood". Examples could be a recent player kill (signs of a bandit), recent animal kill (simple hunter) or perhaps a medic giving first aid to a wounded player. 

 

Kres

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Thought about your post a bit and I do agree that if the Intution system always told you exactly what to expect from a player it would ruin the immersion and the excitement. If implemented it shouldnt be perfect, meaning that its not always correct and there should be multiple reason why you might get a message such as "Player is covered in blood". Examples could be a recent player kill (signs of a bandit), recent animal kill (simple hunter) or perhaps a medic giving first aid to a wounded player. 

 

Kres

 

If the system isn't trustworthy, then everyone would just ignore it. As I pointed out above.

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