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scriptfactory

Helicopter crash sites + Buddy System for KoS reduction

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My idea is a combination of two (old) ideas that have the goal of increasing player social interaction and decreasing KoS.

 

  • Helicopter crash sites should be (re-)added. The goal of this is to get players away from the coast but at the same time interacting with each other.
    • These sites should have plumes of smoke that are visible for kilometers. The smoke should fade after (x) amount of time but the loot should never despawn.
    • Their location should be random(-ish) and the loot that spawns there should be glorious.
    • The zombies at these sites should be extremely hard to kill, only dying to headshots or melee.
    • The amount of zombies spawned should be in relation to the amount of players on the server.
  • A friend/party system should be added. The goal is to increase social interaction between strangers.
    • You should be able to shake hands with another player and become "friends".
    • Friendship should be persistent. Friends for life (or until you decide to betray them)!
    • There should be some kind of negative response if you shoot a player you are friendly with (e.g. unable to shoot friendly players or you take damage if you shoot one of your friends due to mental anguish.)
    • You should be able to remove a friend whenever you want.
    • There should be some way of identifying friends (e.g. your crosshair turns into a tiny "x" if you are aiming at a friend.) This is necessary to tell if someone is about to betray you.

 

I think the combination of these two ideas will lead to a dramatic reduction in KoS. A friend system isn't realistic but I feel it would lead to authentic game situations.

Example scenario: You meet a couple fresh spawns on the coast. You guys shake hands and see a huge plume of smoke in the air travel to a crash site to get geared. When you get to the site there is a clan already looting the chopper. You and your friends take them out. As you are stripping their gear you realize that one of your "friends" betrayed you. You shoot the traitor and you leave with your remaining trustworthy friend to do other stuff.

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Both have been suggested before, I don't mind chopper crashes, But I'd hate to see the buddy system implemented..

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Both have been suggested before, I don't mind chopper crashes, But I'd hate to see the buddy system implemented..

 

I am aware that both have been suggested individually but I think their synergistic effect would be great for gameplay. It would increase social interaction and decrease KoS.

Just curious, why would you hate to see a buddy system?

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Just curious, why would you hate to see a buddy system?

Don't know what it is about it, It's always just irked me in DayZ.

I remember when it started popping up in the mod, the " Tag as friendly " And you obtain a magic red orb on your hand.. Annoyed the shit out of me, And ruined ANY chance of friendly fire.

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I remember when it started popping up in the mod, the " Tag as friendly " And you obtain a magic red orb on your hand.. Annoyed the shit out of me, And ruined ANY chance of friendly fire.

I think I remember that. It was in Epoch, right?

Well, in any kind of party system there has to be an identification of friendly characters. In DayZ it should be as minimal as possible to prevent the breaking immersion. A tiny "x" when you your crosshair over a friendly character would be enough. It is also pretty unobtrusive. I would love to see random players forming partnerships eventually and the only way this will happen is if players are able to trust each other.

Edited by scriptfactory

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