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blurhitz

The concept of killing has changed in SA

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Bullet's aren't rare enough

 

This game needs bows and arrows that incapacitate and don't kill you instantly mixed with guns and a serious lack of ammo

 

Ammo should be rarest thing in the game with guns that are plentiful and can be used like clubs

 

Some guns like single shot shotguns should be able to be used like a muzzleloader in the advent of no bullets

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I think it's self evident that altruism and cooperation are the best course of action for humanity to survive and thrive, yes. I think you only have to look at your computer to see that. Or the house you live in. Or the food that's in your cupboards. I don't think that anything beyond the fact that humanity exists in it's current state is needed as proof (a sort of anthropic principle of civilisation, if you will).

I wasn't talking about the individual - I was talking about survival of the species. It will never be achieved by being alone. At the very minimum it takes two to breed.

I was trying to put that into the context of a game where there (currently) are no long term rewards for survival. When there are long term rewards and goals, I think you'll find people working together far more. As I said, I don't want to see KoS and murderers and bandits eliminated or even punished (unless it's player generated punishment), but I do want to see long term survival goals that encourage the finer things in the human spirit appear. And yeah, I think I can somewhat predict the general thrust of behaviour depending on what sort of things are implemented.

I don't think that's an unreasonable prediction either, I think most game developers try hard to anticipate and deliver on their predictions of how players will behave - sometimes they get it right, sometimes they get it wrong and very often they are completely surprised or overwhelmed by the results.

I'm in agreement with you on these points. I am all for incentivizing cooperation, but I don't want to see other styles of play punished or arbatraly limited just to push a particular type of play style. And I agree that, as it stands, there isn't really any long term in-game goals to survival, which certainly encourages me to be more reckless and violent than I need to be, and I bet that goes for a number of players. After all, if I play dangerously and die, what have I really lost? Maybe an Hoyt's worth of gearing up? Less, when I'm lucky.

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Literally every single survival manual ever printed, both civilian and military, repeatedly and heavily stresses the importance of the group in a survival situation, and emphasizes cooperation over aggression in interpersonal conflicts. Literally every single one.

I can't deny that, having read only the barest fraction of survival manuals (though I applaud your voracious reading habit). But my main issue (as you can read in my follow up post) was how people will act, in such situations, not merely how the should act.

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I dont snipe or anything but I have been KoS'd so many times that I am now just straight up scared of any interaction in the game, I feel its KoS or be KoS'd.

 

Edit: Of course if I am not in sight I cant be KoS'd, I only act if they see me, If I cant run away I just hold down the mouse button and pray to the gods I survive. This game is really gonna mess our mentality up if we ever have a real apocalypse, atleast me lol. I sweat and have a heart attack the whole time I play this game, its better now just to play shirtless so I dont have to go through ten shirts in an hour. HAHAHA

Edited by Blissful

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End of the day point of the game is survival and more than 50% of the players out there will try to kill you if you give them the advantage.

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I'm in agreement with you on these points. I am all for incentivizing cooperation, but I don't want to see other styles of play punished or arbatraly limited just to push a particular type of play style. And I agree that, as it stands, there isn't really any long term in-game goals to survival, which certainly encourages me to be more reckless and violent than I need to be, and I bet that goes for a number of players. After all, if I play dangerously and die, what have I really lost? Maybe an Hoyt's worth of gearing up? Less, when I'm lucky.

Neither do I. At all. I will leave if this game starts introducing humanity or karma systems or skill points. It will instantly lose all it's appeal for me.

One of the points about the long term goals that my post intended to make (but might have got a bit lost) is that I think these long term goals will automatically encourage a bit more team work regardless of what they are

If it takes you a long time to get something done, it makes sense that it will get quicker if you work with other people. Implemented in this way, it doesn't take anything at all away from DayZ as it currently stands. Those who want to, will team up and work together. Others might go it alone. And others still will intentionally try to ruin peoples progress towards these long term goals. And if there is a large variety of endgame goals, even better.

This is what I hope to see, because no play styles are being punished/rewarded - the rewards and punishments for play styles are solely generated by the community and not the game. Play as a bandit and people might send out parties to mete out swift justice on bandits in the area (especially once bases and such are in the game and people can form permanent communities on servers). Play as a hero and you might gain renown on a server (by word of mouth between players, not by any sort of arbitrary system that ranks your actions). This is how DayZ should be in my opinion - the game is just a framework for the interactions between us, the community.

 

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Despite of the fact that I haven't started playing DayZ before, but from those apocalyptic movies I have watched, I would say that what you are saying about survival in a real situation should be totally opposite. We are not being threatened in game because we could have so many to lose but not our real life. Think about when you really see zombies around you and chasing after you, do you feel like you would still kill somebody for a better chance of survival?
 

Not just threats from zombies, but think about what can human do alone versus do together? Think about division of labour before saying that survive on your own get a better chance

 

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Neither do I. At all. I will leave if this game starts introducing humanity or karma systems or skill points. It will instantly lose all it's appeal for me.

One of the points about the long term goals that my post intended to make (but might have got a bit lost) is that I think these long term goals will automatically encourage a bit more team work regardless of what they are.

If it takes you a long time to get something done, it makes sense that it will get quicker if you work with other people. Implemented in this way, it doesn't take anything at all away from DayZ as it currently stands. Those who want to, will team up and work together. Others might go it alone. And others still will intentionally try to ruin peoples progress towards these long term goals. And if there is a large variety of endgame goals, even better.

This is what I hope to see, because no play styles are being punished/rewarded - the rewards and punishments for play styles are solely generated by the community and not the game. Play as a bandit and people might send out parties to mete out swift justice on bandits in the area (especially once bases and such are in the game and people can form permanent communities on servers). Play as a hero and you might gain renown on a server (by word of mouth between players, not by any sort of arbitrary system that ranks your actions). This is how DayZ should be in my opinion - the game is just a framework for the interactions between us, the community.

I predict the same thing happening, as base building and the like are implemented; more stable communities with a greater balance of interaction.

What would aid that, in my opinion, is some way to identify other players. Not the type of player, like the flawed hero/bandit system of the mod, but individuals. As it is, I can interact with the same person a dozen times without knowing it's the same person. Or, looking at it from another angle, myself and those I routinely play with avoid wearing the "best" clothing, opting instead for some glaringly easy to spot clothing, as looking exactly like everyone else adds too much chaos and hesitation to interaction. Is that person I'm looking at my comrade, or a random stranger?

But finding a system that allows you to become familiar with someone else, without being open to exploitation is difficult, to say the least.

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I predict the same thing happening, as base building and the like are implemented; more stable communities with a greater balance of interaction.

What would aid that, in my opinion, is some way to identify other players. Not the type of player, like the flawed hero/bandit system of the mod, but individuals. As it is, I can interact with the same person a dozen times without knowing it's the same person. Or, looking at it from another angle, myself and those I routinely play with avoid wearing the "best" clothing, opting instead for some glaringly easy to spot clothing, as looking exactly like everyone else adds too much chaos and hesitation to interaction. Is that person I'm looking at my comrade, or a random stranger?

But finding a system that allows you to become familiar with someone else, without being open to exploitation is difficult, to say the least.

A full character creation system would help with this similar to what you see in most games these days. The ability to fully customize your height, weight, hair, facial features etc as you'd be able to make yourself look unique. Not sure how well the engine would handle that though. Also a much larger selection of varied clothing would help. I'd like to see things like red cross armbands and stuff. That way I could identify myself as a medic if I wanted without any arbitrary labels being forced on me by the game itself. By the same token a bandit could use it to fool people into thinking he's a medic before he robs them.

I'd hesitate to go any further than that though. It should be up to the player to identify themselves if that's what they want to do in my opinion.

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