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CrimsonBlade

Congratulations... 1,000,000 Murders

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This is really sad. For a game that Rocket clearly stated was 'not Pvp'. Some clever mechanics are going to have to be introduced thick and fast.

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This is really sad. For a game that Rocket clearly stated was 'not Pvp'. Some clever mechanics are going to have to be introduced thick and fast.

Why?

Just because there was a bandit system doesn't mean there needs to be one.

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This is really sad. For a game that Rocket clearly stated was 'not Pvp'. Some clever mechanics are going to have to be introduced thick and fast.

It's a mod, and it's PvE and PvP players can do what they want to survive.

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It also says 300k unique players.

A million divided by 300k, hmmm that's a whopping 3 kills per person.

Oh yeah, PVP is THRIVING!

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The sad reality is, people mostly don't kill to survive, there are plenty of resources to go around - that is objective fact.

And you are missing the point and potential by suggesting that the banditry system needs to be reintroduced. The option to reward good behaviour as opposed to punishing bad behaviour always exists.

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This is really sad. For a game that Rocket clearly stated was 'not Pvp'. Some clever mechanics are going to have to be introduced thick and fast.

It's a mod' date=' and it's PvE and PvP players can do what they want to survive.

[/quote']

Yes, and thats one of the great things about DayZ. Doesn't mean there can't be some mechanics to help team building though.

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Mojo.... *sigh* You notice all those unique players.... Alot of them quit.... Active players (played in the last 24H) are about 90,000 the total number of bandits (alot of them haven"t quit) is about 45,000

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The sad reality is' date=' people mostly don't kill to survive, there are plenty of resources to go around - that is objective fact.

And you are missing the point and potential by suggesting that the banditry system needs to be reintroduced. The option to reward good behaviour as opposed to punishing bad behaviour always exists.

[/quote']

I would say most of killing is to strive. And partially is to survive. If there is a doubt in someone's mind that someone is on to kill them, and they kill the other person, their justification is - self defense.

Plus keep in mind, that part of those murders came from returning fire to a bandit ;) (I know i'm responsible for 5 murders like that... I was shot at, but was better at shooting)

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I know what you mean.... there was this guy with an AK-74S Kobra.... and his friend with a Winchester... they killed this noob I had just met 5 minutes ago. Who I teamed up with. As soon as I shot the guy with the Kobra with 2 Makarov rounds he fell down and died... I got a murder for it??? People do this because of fear and paranoia... We need the bandit skin back.... or something

Of course bandits will reply to this with..... OMG QUIT TRYING TO FORCE MAGICAL SYSTEMS ON BANDITS. Well if you want the game to be more realistic then why not just take out respawns. Once again .....

http://www.youtube.com/watch?v=p6PZhONZ3Ac

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I think I count for about 10 of thoes, both directions. Died to a bandit 10 times, hopefully have killed about 10 players, in the last month... 10 kills...

I think the ask of the O.P. is, how to never die, and maybe the bandits are who you should ask, arn't they the top of the leader boards for longest lifes? hmmm...

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They are.... I would be a bandit who would sit with this L85A2 of mine at Elektro all day, If it wasn"t for the fear that one day there might be a return of the bandit skin. Well my goal isn"t to survive in DAY-Z it is to have fun without kicking down peoples sandcastles, and make suggestions/bug reports that improve the game. There is 0% benefit to being in a large group. Except that you can blood transfuse eachother and repair vehicles faster. Of course.... now 25% of clans in DAY-Z are bandit clans.... There is no punishment for being a bandit but many rewards.... They live longer and there are 3x more of them then when the bandit skin was still in place. It is easy to kill 10 survivors with a just a CZ550 or killing one Lone Survivor with extremely good gear. Encouraging teamplay will just make bandits group together with other bandits in the bandit campfire. Discouraging banditry is the awnser to this paranoidic fear-filled deathmatch.... To bandits it is basically a game were you loot a little bit of supplies. Camp in a hot-zone and kill people, then survive, then go to a town and camp more for dey "Lulz" It is there playstyle.. I say let them play it... but with less incentives and more negatives to doing it

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lol 300,000 unique users and we're only just hitting 1 million kills.

PKing is rampant! Waaaa!

It doesn't matter if there is 90,000 current users... A: Unless the 1 million kills is based on the last day, total users is the proper metric and B: 11 kills per person on average is hardly a problem.

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Ok.... enjoy your PvP.... enjoy it... infact I think i"m going to contribute to this deathmatch. Goodbye

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Ok.... enjoy your PvP.... enjoy it... infact I think i"m going to contribute to this deathmatch. Goodbye

Yay! Don't let the door hit you on the way out!

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I think the more impressive stat, is the 6,396,014 survival attempts. If we subtract the 1 million murders and 200k bandit kills, and the 250k alive players, it's close to 5 million non-pvp deaths.

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we don't disregard Hitler's treatment of the blacks and gays just because he killed more Jews

godwin

/thread

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CONGRATULATIONS... We are about to reach 1' date='000,000 murders!!! On a side not there are 45,000 Bandits and 90,000 Players active in the last 24 Hours!!!

http://www.youtube.com/watch?v=p6PZhONZ3Ac

[/quote']

YOU fix it. Join a clan and kill those %^$# bas7@rds*

* note: they aren't really bad people. They are just playing a game.

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I think the more impressive stat' date=' is the 6,396,014 survival attempts. If we subtract the 1 million murders and 200k bandit kills, and the 250k alive players, it's close to 5 million non-pvp deaths.

[/quote']

Funny isnt it. The only time people seem to complain about dying is when they are PK'd

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A incentive NOT to kill other than grouping together to maintain vehicles may need to be added or punishment from your original life long moral compass thst we ALL have had instilled in us in the form of a visual deterant.

The "bandit skin" was removed, i assume, due to it being considered diserable as in an encouragement to kill for no other reason than getting an upgrade aka "better"/unique clothing rather than a deterant as in "oh look a baddy, avoid that scumbag".

Loose Humanity Loose Your Sunny Outlook.

How about using the humanity meter to "change" the offenders view just as their outlook on life is not as colourful as many of us so maybe their lack of humanity should reflect this by them simply loosing in game colour each time they kill for the fun of it. (and worse the more they kill.)

Afterall they aren't seeing the whole bright & sunny :P long term survival picture such as 2 buddies being chased by zeds ='s has a 50% chance that its your buddy who will be munched on instead of you. :D

A bullet shared is a bullet that could protect you and so on.

B&W and Shaking all over.

I propose this loss of colour (after all its all just black & white for "them" anyway :) be similar to the losing blood mech.

Based on a scale of 1 to 10. With the "award" upping the anti at level 6 and onward.

1 to 5 kills = loss of colour until B&W then 6-10 kills = shaking until its nigh on impossible to aim.

Varying increasing increments starting from 1-5, with 5 kills gaining the award of a pure (lifeless, heartless) black & white view.

From 6 - 10 starts the spiral into psychosis with "the guilt shakes".

Psychos should shake with guilt.

Once past the pure B&W stage murders (their not bandits) begin to add shake (going crazy, all them psychos should shake with guilt :)

Colour & shakeing can be regained / removed by giving people blood transfusions. On a 1/1 ratio. 1st 2 kills won't be too serious (accidents) but the 3rd is a noticable loss of colour (maybe just keep/add a shade of red also?)

To avoid abusing the system too badly give half as much colour return for the 2nd, 3rd & 4th transfusions if it is given to the same person in the same 12 hour period and continue halving again for the 5th and halve again for the 6th & so on. So you'd never practically get above regaining 4 "karma" points without a crazy amount of effort.

This should encourage giving them to different survivors & hopefully discourage player killing for simply no reason other than because you can.

Return of the Bandit. Stand & Deliver (afterall its BANDIT not psycho pointless killer.)

I've often wondered why the word Bandit had been used as it is technically incorrect so the following suggestion may return validity to the term.

Makeing it possible to "hold someone up" to steal their stuff rather than kill them would justify the term Bandit and be quite a cool addition to the already stealth heavy mechanics of the game AND I'd happily be "mugged" considering the alternative.

The addition of being able sneak up on someone with the ultimate aim of disarming them aswell as preventing them from escaping so as to rifle through their belongings would not only be challenging (far more so than clicking a mouse it would also not alert the bloodthirsty natives.

The mugger would have to be close enought to trigger the "stand & deliver" scenario. within so many in game feet not too dissimilar to getting wood from trees yet would have the same properties of a bear trap.

I'd imagine a key or key combo would have to be held down for the duration. It would make sense if it were G & either a scroll wheel selection or preferablly another key for ease. If either key were let go the victim could escape and possibly be shot, as IRL, for their troubles. Run Forest Run? minus the weapon in hand which of course the initial "Stand & Deliver" mech would place in your backpack with the risk of replacing items but hey it was dropped in the scuffle.

In addition bear traps could also be used for similar fun & games. Moist likely the person will concede and disconnect long before "Bear Grylls" would return so this action would automatically be considered a death but the person & more importantly the items will remain for the duration the trap setter remains on the server.

What do you guys think>? Has all this been proposed before? Please let me know if it has or past it on if it hasn't.

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