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Effective deterrent to KOS?

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Maybe it isn't an Anti-KOS thread, but it is still ..tiring.

The only necessary deterrent is more content.

Social dynamics might change when we are presented certain advantage for playing as a group or simply have more to turn on guns on than each other. We don't need to look into any sort of artificial systems to evoke any sort of penalty.  What  we need is a game world that is out to devour us, survival systems that are brutal and unforgiving. Rogue-like levels of difficulty and uncertainly. Really, all of these "Let's fix it" threads are completely without worth until we have seen what the community evolves into when presented with more difficult situations and heightened risk management.

Edit: Sorry your thread went tits up. You have to understand, people are tired of the subject in general.

 

More content? Have you not played Epoch or some of the other mods that are literally chalk full of content? Its still KOS fest, because that is exactly what this game is. More content, just equals more content. KOS is not going to be affected by anything other than limiting loot/gear and only providing cheesy bows and arrows. And even then its fists-city.. 

 

And thank you. I dont really care about the post dying.. its more my loss of respect for this community. Thats the tough part.

I thought they could handle something simple, and for what appears to be a majority that is not true.

Edited by lrish

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More content? Have you not played Epoch or some of the other mods that are literally chalk full of content? Its still KOS fest, because that is exactly what this game is. More content, just equals more content. KOS is not going to be affected by anything other than limiting loot/gear and only providing cheesy bows and arrows. And even then its fists-city.. 

 

And thank you. I dont really care about the post dying.. its more my loss of respect for this community. Thats the tough part.

I thought they could handle something simple, and for what appears to be a majority that is not true.

I see where you are coming from, but nothing in the mod was ever difficult enough. The risks you took were always small ones. Biggest threat to you were other players.

What I want, what I'm talking about an environment made 98% HATRED and 2% Water. Surviving should be the most difficult part of this game. It should be a struggle. These hunger meters, thirst bars, wetness/dampness, cold/hypothermia, disease, illness, finding medical loot, vehicles that are tough to maintain, tougher to protect from other players----All these things need to pushed from minor annoyances to completely and utterly stressful. Navigating through zombie infested cities or high density loot areas should be all but suicidal without a group. Vehicles should require intensive repairs to maintain, keeping one should be a communal effort. Things that draw people together rather than away from each other. These are things that will help.

As it stands all these things are easy to manage...They never escalated to being difficult in the mod...And they are not threatening risks in Standalone..Because Alpha...But I'm hoping in time we really get that sense of stress that is essential to the survival genre.

Edited by Rudette
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You don't "die out of nowhere" unless someone is hacking. They are somewhere. You failed to check your surroundings and died. You certainly have every chance in the world to fight back. Don't just shamble into town and walk straight up to the hospital. Don't loot exposed roof-tops if you haven't cleared the area. Stay low and keep things in between you and hills or tall buildings.

 

That aside, more zombies is good. Degrading guns is not. I'm good with needing to clean them, but that isn't parts degrading. Reducing ammo and increasing zombies at the same time will have the opposite effect than you intend. It will be much more economical to one-shot a player alone, away from zombies, to loot their ammo than to waste a ton of ammo going into towns to get more ammo.

Where did you learn to swing an axe?

 

But seriously, your right checking the area even those with infected in them has saved me, running in yolo has killed me.  One point I'd like to bring up is the planned reduction of gun spawns and increase in infected, plus an increase in improvised weapons.  KoS will forever be a part of this game even after completion, wonder too close to a clan base, dead, run around like a lunatic on the airfield, dead.

 

Addressing KoS does not need to happen, as it's already becoming clear they are spreading loot out and forcing players to wonder far and wide in order to find sufficient supplies (as noted when running about 5hrs after restart on exp) I feel any artificial measures wouldn't help, the "Aggressor hit box" won't solve anything as the booty on a player (treasure if it's a female) will already be ruined currently, shooting someone does the same thing that your suggesting theres a good chance that all of the gear will be ruined.  Either way the body might as well have despawned cos it's predominantly useless at this point.

 

It is my thinking that what your suggesting is pretty much already in the game.

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I see where you are coming from, but nothing in the mod was ever difficult enough. The risks you took were always small ones. Biggest threat to you were other players.

What I want, what I'm talking about an environment made 98% HATRED and 2% Water. Surviving should be the most difficult part of this game. It should be a struggle. These hunger meters, thirst bars, wetness/dampness, cold/hypothermia, disease, illness, finding medical loot, vehicles that are tough to maintain, tougher to protect from other players----All these things need to pushed from minor annoyances to completely and utterly stressful. Navigating through zombie infested cities or high density loot areas should be all but suicidal without a group. Vehicles should require intensive repairs to maintain, keeping one should be a communal effort. Things that draw people together rather than away from each other. These are things that will help.

As it stands all these things are easy to manage...They never escalated to being difficult in the mod...And they are not threatening risks in Standalone..Because Alpha...But I'm hoping in time we really get that sense of stress that is essential to the survival genre.

 

Well, I dont want to beat a dead horse. But there were mods that had some serious issues with survival. Like the last vanilla patches that made zombies ruthless and you got infected like 9 out of 10 times from doing anything at all. They had major population drops and almost instantly, like overnight. People hated it. They wanted to kill each other. And wanted that to be an easier and more enjoyable experience. They as a whole did not want a strict survival game. I mean look at the PvE servers that go up, dont stay up for long do they? Ive been playing this mod since it came out basically and it will always be a KOS game. If SA strays too far from that, well people will go back to the mods. Or something new.

 

What you want than is what I fear. A game that was born in shooter roots, becomes a mainly survival game. At that point, when managing your health is so tough that you dont want to go get in a gunfight, is the day I find a new game to play obsessively. But I completely respect your ideas and wants, its just not for me. I like the fear that KOS brings to this game, without it I would struggle to find a reason to play at all.

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In my opinion that is a stupid idea and shouldn't be implemented into the game.

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@ Thread title:

Effective deterrent to KOS?

 

Noise and attention.

 

No, seriously. Sounds simple, but most often is. Live and let live counts, too. But most who just shoot give their position away. It's safter not shooting at everything because it MIGHT not be friendly. I personally also think that people that only KOS miss some stuff, simple as that.

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Penalize someone for shooting someone, great idea.

 

You have not taken into account situations where you see someone shoot a new spawn and you decide to kill them, but you will be punished for that.

 

You see a group of four fully geared men running towards, you know they will have their cruel way with you and leave you without any pants so you open fire, you get penalized for that.

 

Once gear becomes more rare do you know how infuriating it would be if everyone you killed started disappearing.

 

I don't think this is a good idea at all OP.

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So you want to put the killer at the disadvantage through means of shoty game mechanics?

 

 

 

 

no.

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so what is different in this idea from any other that punishes banditry? (banditry being a legitimate play-style that is a core part of the game) 

 

Dayz offers perhaps one of the most immersive gaming environments out there where people roleplay without even trying to and yet all these suggestions want so badly to incorporate something to break the atmosphere, to shout LOOK YOU ARE PLAYING A GAME, why? I dont get it.... please stop suggesting things that when put up against the core principles of a PERSISTENT, REALISTIC, survival game just dont make any sense. 

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DISCLAIMER FOR THE READING IMPAIRED: I LIKE KOS. THIS IS NOT AN ANTI-KOS THREAD. 

 

So I had an idea. Not sure if its possible or even a good one but it pertains to deterring the KOS mentality in game.

 

 

If a "hit" box could be created around the player, slightly larger than the player, creating a "miss parameter". So that when an enemy takes a shot but misses you, and that shot lands within the miss parameter box they are tagged as an aggressor. Meaning they took the first shot at you. Now at this point if they kill you, your body disappears immediately on death as the kill is deemed a KOS death. But should you defend yourself and kill the aggressor his body stays persistent until server restart or clean up script. So in the end if you KOS, you never get gear. But if you don't shoot first and kill, you are rewarded.

 

What do you think that would do as far as killing on sight goes? Would it encourage interaction or just create another mess? 

 

Discuss your opinions.. 

 

There is no effective KOS deterrent as long as Rick has his trusty golden bottle:

 

Z905IhL.jpg

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There is no effective KOS deterrent as long as Rick has his trusty golden bottle:

 

Z905IhL.jpg

My useless beans. Have them. Forever.

Edited by Rudette

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Oh I know.. I used to be in a very well known KOS clan on DayZ mod. We would kill for sport and only sport. But I am simply asking what you think that idea would do to KOS mentality and if it would be effective as a deterrent? 

 

I think, before anyone answers the question, you need to put forward a compelling argument as to why KoS needs to be deterred in the first place. 

Threads like this one start off with the assumption that KoS is something that needs to be deterred or controlled in some way, but never actually put forward the reasons why this is the case. Not having a go at you or accusing you of being anti-KoS I just think that if you expect reasonable answers then you have to make that compelling argument first.

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No, because why in Buddah's name do you want a deterrent? 

 

DayZ lets you play how you'd like, KOS is fine.

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apart from KOS being a part of the game., the system you are suggesting is just wrong in so many points because whoever trigger the "box" first is considered KOS.. without taking previous interactions into play. 

Example1: A guy is running with his axe for you, yelling like crazy .. "DIE DIE DIE I need your beanZ" .. in self-defense you shoot first, but since you panicked because of that huge fireaxe he is wielding, you miss... regarding to your idea you are the KOS and get flagged.

Example2: A KOS player shoots you but misses far... you return fire and miss somewhat closer to trigger the "box". Again you get flagged for KOS even tho you acted in self defense.

Example3: You and a Mate are in close combat with a zombie.. you want to hit that zombie but your mate runs around dodging the Zombie. Ssince the Zombie is so close to your mate, even tho you shot, and missed the Zombie, you get your KOS flag.  All of a sudden a bandit comes in and kills you. Your body disappears, and even tho you mate fought off that bandit, he can not secure your gear, since you were flagged KOS.


 

Edited by Agrefits

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In the spirit of not starting new threads, using the search function, and whatever trite self-righteous garbage you are all used to having shoved down your throats by one another -takes a breath-
Why don't we discuss the two potential features people put in bullet points from the Eurogramer interview with Rocket here rather than starting yet another KoS thread:


*Blood on hands after looting a dead player is being considered.
*Morality system being conisdered. Change player appearance based on past and/or present actions.

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A suggestion for KOS: make bambis invincible for a random period after spawning which period varies from bambi to bambi & spawn to spawn. Make the stuff they acquire degrade after invincibility wears off. That way the KOS folks have to worry that bambi is in the invincible state and will trot over to rip out their throat for trying to get the easy kill. Bambi has to worry that invincibility will wear off half-way there and that their reward for hunting geared KOS campers will be too transitory to be much good. As a general matter bambi hunting, while still allowed and rewarded, will become much less attractive, and bambis will have just a bit more time to move out, and of course the ability to deal KOS in reverse if that's how they want to spend their first minutes...

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Hire a body guard. Play with friends. These are effective deturants for kos.

 

Your solution immediately fails because someone does not need to shoot at me first for me to know they mean to try and kill me. I will not wait to kill them, your system flags me.

 

You posted a reading disclaimer. I post a critical thinking disclaimer.

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