Turk (DayZ) 82 Posted June 26, 2012 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. :DA 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. Share this post Link to post Share on other sites
xximrtwoixx 104 Posted June 26, 2012 Preface: I do like the black and white transition as humanity is lost it seeems very appropriate for the setting. This does add a significant penalty to a player though as it becomes much harder to see other players from far away and at night. I disagree on the fact that murdering other players is unnatural or "un-realistic" for the setting. I also think that the problem with the bandit skins was that eventually everyone changes into them even if they are only defending themselves. IMO it is likley that anyone that survives for an extented period of time will reach your 3 murder cap, if not reach the 6 plus mark where they have black and white and the shakes.Even preserving the murder/bandit kill system legitimate conflict between players is unavoidable. This is the apocalypse, there is not enough for everyone. If two players want something it will more than likely end with one of them dead. You don't mention anything about your counts carrying over, you realize that the "Murdering Phycos" die much sooner than most "survivor" type players, this means that they will largley go unaffected by your nerfs. Their life cycle is something like this:1. Spawn2. Near City?Y? Go to city N? Respawn3. Go to Firehouse find military weapon4. Go to uber secret sniping spot that every other person goes to5. Shoot players6. Stay there, shoot at more players7. Get shot in the back by someone they murdered or a vet who checks these spots8. Start OverClan/Group players that survive for extended periods of time will also be unaffected because they will give transfusions to other group members, a group of three would break your control patern, let alone one of the larger groups that are becoming more common. Your proposing a penalty for game play that is an esential part of the game, the conflict and tension that surround player interaction is what adds so much emotion to the game. People don't trust each other, no mechanic will make people trust each other unless PVP would be removed all together. You will always have people that would double cross you, and you will always have people who would rather just watch it all burn. This is why it is the apocalypse. Because players can respawn they will become more and more jaded until they have become the monsters they complained about when they first started playing. You are suffering from Rick to Shane syndrome, STFU and change like the rest of us. Banditry-The stand and deliver command already exists, look up your key commands in game and find "surrender" select a hot key for it. Use the command next time you meet a player...Have you ever tried to a rob a player in game? I have tried multiple times to rob people at gun point each time my intentions were not to kill the other player(s), this has never worked. Players have no incentive to live outside of their gear, all of the attchment goes to what they have found through their time played with that character. If you try to take this gear away they are back at square one, they might as well respawn it is effectively the same thing. So they will fight/run rather than give up their gear and then you have to shoot them. It doesn't matter how small their odds are they never give up. The only exception to this would maybe be players near/on the leaderboards but most of these guys are in groups or so well kitted that people would just shoot them on sight.TLDREveryone racks up murders, thus everyone will be a "bandit" with black/white and the shakes.This is the natural state of things with direct competition for survival, *There is not enough for everyone*System does not effect short life span griefersSystem will not effect groups of playersSTFU Rick and change into Shane alreadySurrender command already exists.Banditry is imposibble because players are only attached to their gear not their character. 1 Share this post Link to post Share on other sites
Guest Posted June 26, 2012 A real psycho would not be affected by killing , he would enjoy it. Share this post Link to post Share on other sites
cherocha 4 Posted June 27, 2012 I'm a bandit and yet give enough blood to teammates that your 1 to 1 thing would be redundant. People make choices as to how they play, and the consequences for those choices shouldn't stray outside the framework of reality in the game. Anything beyond the superficial, and that impacts on an individual's gameplay in the manner you've suggested ie. turning bandits into colourblind Parkinson's sufferers - is a silly idea. Share this post Link to post Share on other sites
Dreganius (DayZ) 55 Posted June 27, 2012 Punishing a certain playstyle is not the way to go. Rocket has made this pretty clear, from what I've heard. Share this post Link to post Share on other sites
alexander_q 6 Posted June 27, 2012 The criticisms of this idea are right on the mark. If you want people to cooperate, you need to incentivise that cooperation and provide mechanisms to foster trust. Punishing banditry is not the answer. Share this post Link to post Share on other sites
Athaleon 0 Posted June 27, 2012 One major reason to keep the survivor / bandit distinction from affecting gameplay is the issue of self-defense. For example, if:- Someone shoots at me (or a friend) and misses- A stranger points a gun at me- Some chucklehead sprints around trolling for zombies, and tries to lead them to meI should be well within my rights to kill him first. But if his character hasn't attacked anyone since spawning, it counts it against me as a murder. That doesn't really matter in the current version, but it would be BS to penalize me for that. And though I'm not a programmer, I can't think of an elegant and non-exploitable way to ensure justified self-defense isn't termed "murder", in game mechanical terms. Share this post Link to post Share on other sites