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Grimey Rick

I wish we were forced to interact with others to survive...

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LOL i wouldnt take it to that extreme ether but with faction systems like they have set up with ARMA 3s  Breaking Point, we could have a system set up that would deduct points and what not if you kill the wrong faction. Eventually making you a traitor and changing your skin slightly to tell whos who to watch out for.

 

See that I can get behind.

 

The faction system in breaking point is wonderful it passively encourages a player to pick a playstyle and stick to it.

 

However for stand alone wouldn't that negate the clothing system completely ?

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See that I can get behind.

 

The faction system in breaking point is wonderful it passively encourages a player to pick a playstyle and stick to it.

 

However for stand alone wouldn't that negate the clothing system completely ?

No it wouldn't change clothing just maybe like the skin of the character. Giving them certain kinds of textures and markings or what not. They could make it REALLY easy if they wanted to go this route without changing what a person wears.

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Skills ..... yea thats exactly what this game needs less realism and more arcade bullshit.

Again, how is having a set of skills that improve over time in any way , "Arcade bullshit"? Not having a skill wouldn't prevent you from doing any activity related to the skill, it would just take more time, with a higher chance of failure.  You could still attempt the activity, just be prepared to fail, ala real life. I am trained in advanced first aid, but I don't attempt surgery if someone gets hurt that bad. I bring them to the doctors, because they have the necessary training in the skill that I need. Skills wouldn't detract from the game, if anything, they add depth and realism to a game that is currently lacking.

Case in point, when I first joined Scouting at the age of 13, I couldn't light a fire to save my life, literally. Now, I am confident in my outdoor skills, to the point where I can successfully light a fire in the goddamn rain. Same goes for my first aid and wilderness survival training. I started out really shitty, now I can confidentially say that my skills are pretty good, to the point that other counselors at my Camp come to me for advice in hiking, camping, wilderness survival, etc. 

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I absolutely share your opinion OP yet it all breaks down to a single point: Will the devs be able to implement hoards of zombies? Zombies that pose a threat. Yet not by walking through buildings or being uber strong as the hulk.

 

Currently I got my doubts. The lack of progress Dean and his team has made in this issue really leave me disenchanted. I'm still waiting for the breakthrough but I'm not necessarily expecting it to come.

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not all players shoot people who cant see them for "10 second thrill"

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I absolutely share your opinion OP yet it all breaks down to a single point: Will the devs be able to implement hoards of zombies? Zombies that pose a threat. Yet not by walking through buildings or being uber strong as the hulk.

 

Currently I got my doubts. The lack of progress Dean and his team has made in this issue really leave me disenchanted. I'm still waiting for the breakthrough but I'm not necessarily expecting it to come.

How? In what way can any type of zombie who is killed in one hit by a fireaxe or anything larger than a .22 be threatening? Go the killing floor route? make it so they grab you and can hold you in place if attacked? then you have people complaining they can no longer out run zombies. they made zombies a bigger threat this last patch, yet still able to be on shot with a headshot from a fire axe, and now people are whining and moaning, even though it was a NEEDED and really a decent change. They have reverted back from last reports on experimental due to the KoS community whining. Zombies by themselves are not, and will not be a threat, ever. they need something in tandem to become one, this is where the environment is supposed to come into play, but will it, that is the question.

 

Edit: for changing skins to show who is a bandit and who isn't: Heros are clean, might have a beard, while raiders will be bloody and dirty. Just like in fallout. It is a simple texture change of the skin that will force you to be wary of anyone with a motorcycle helmet or face mask, cause they are trying to pass themselves off as one thing or another by not revealing their skin.

Edited by bodybagger2430

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-snip-

To be honest, if I hit you in the head with an axe, you would be effectively dead as well. No qualms about that.

In order to improve zombies, make them more resilient. Look at people on PCP/Meth/ -Insert drug of choice here-. They are able to ignore some amount of shock/pain, and therefore, take a licking and keep on ticking. So, yes, IMO, a zombie should be able to be killed in one hit with an axe, or a knife to the chest/throat, but you first have to get there. If you get spotted/heard, be prepared for a fight. 

 

Body shots and stabs should definitely kill zombies, don't get me wrong, but let them eat some before they go down, to represent a resilience to shock/pain they get from the "infection".  So, if you run through a town and get some zombies following you, you shouldn't be able to turn around and put a Mosin round in each of their guts to make them drop. They should still be able to run up to you and smack you up some before they die. Headshots/ upper torso shots/ hits should be a sure thing, though. If I stab you in the upper chest, you are going to bleed out very very quickly.

On that note, I would like to see zombies have the same "bleeding out" effect us players do. So, you whack a zombie in the arm with a hammer, and break the limb. The zombie is now bleeding out internally, and falls unconscious after a few minutes.

AND on that note, I've always viewed the "bleeding and blood effects" in-game as more representative of shock rather than actual blood. The healing process and statuses (bleed, bandage, eat/ drink and rest until "healthy" appears, etc) indicate this is the truth. 

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(snip)

Yes, in the head, like it is currently. A torso hit should NEVER one shot a zombie. But increasing their health and damage to outclass the hulk, is artificial difficulty, not real difficulty at all. it just inflates everything to bigger numbers which results in more sighs of defeat and shelving the game for something else.

 

Like I said, it needs something in TANDEM with the zombies. look at resident evil 1/REmake. the fear was the zombies, but it was usually the environment and controls that did you in, with the zombies MAYBE dealing the last punch once in a while. L4D? the zombies hold you in place and the special infected deal damage. Killing floor? Zombies hold you in place and specials deal the most damage, coming at you en masse, and each one with a special gimmick. Not once do the zombies work alone in these (supposedly, to each their own) good games.

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Yes, in the head, like it is currently. A torso hit should NEVER one shot a zombie. But increasing their health and damage to outclass the hulk, is artificial difficulty, not real difficulty at all. it just inflates everything to bigger numbers which results in more sighs of defeat and shelving the game for something else.

 

Like I said, it needs something in TANDEM with the zombies. look at resident evil 1/REmake. the fear was the zombies, but it was usually the environment and controls that did you in, with the zombies MAYBE dealing the last punch once in a while. L4D? the zombies hold you in place and the special infected deal damage. Killing floor? Zombies hold you in place and specials deal the most damage, coming at you en masse, and each one with a special gimmick. Not once do the zombies work alone in these (supposedly, to each their own) good games.

Why not a OHK to the upper chest? That is where all of the important bits are in the human body: heart, lungs, large blood vessels, etc. 

Again, if I hit you in the upper chest with a hammer or axe, or stab you with a knife in that location, you will die. End of story. Either you will have ruptured blood vessels, a rib punching through the heart or lungs, or 7 inches of steel giving you a new breathing hole. 

I am willing to bet the majority of the non-fatal stabbings a hospital sees are to the abdomen and arms. You can get stabbed in those locations and not die, as there are relatively few blood vessels there to bleed out from. The upper chest, on the other hand, has the Aorta, which is an inch in diameter and under a lot of blood pressure. Smack that around with a hammer, or stab through it (easy, go through the "soft spot" at the base of the windpipe, straight down into the chest cavity. That'll cut straight through the Aorta.) and you will bleed out internally within seconds, a minute at most.

My guess is that people don't know how to really knife fight anymore. Holding a knife with the blade pointing "up" out of the top of the fist, only lets you stab the stomach, which generally isn't lethal. Holding a knife the other way, with the blade pointing "down", towards the ground, lets you stab at the upper chest, the throat, and the face much more easily. Which is why my MCMAP manual tells me to hold a knife in that fashion.

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How? In what way can any type of zombie who is killed in one hit by a fireaxe or anything larger than a .22 be threatening? Go the killing floor route? make it so they grab you and can hold you in place if attacked? then you have people complaining they can no longer out run zombies. they made zombies a bigger threat this last patch, yet still able to be on shot with a headshot from a fire axe, and now people are whining and moaning, even though it was a NEEDED and really a decent change. They have reverted back from last reports on experimental due to the KoS community whining. Zombies by themselves are not, and will not be a threat, ever. they need something in tandem to become one, this is where the environment is supposed to come into play, but will it, that is the question.

 

Edit: for changing skins to show who is a bandit and who isn't: Heros are clean, might have a beard, while raiders will be bloody and dirty. Just like in fallout. It is a simple texture change of the skin that will force you to be wary of anyone with a motorcycle helmet or face mask, cause they are trying to pass themselves off as one thing or another by not revealing their skin.

 

By numbers apparently. Maybe even through increased infection rates. That's the way even those "slow walkers" from the old movies were made a frightening force.

 

The last patch was rather a makeshift solution in my opinion but if zombies suddenly outpace you, even if you're a bambi with no gear, if they can take a shitload of hits with an axe to the body or when the only solution they see to increase their numbers is to make them insta respawn, they only become a nuisance but it doesn't aid the immersion exactly, nor does it force people into teamwork. Even the War Z zombies did their job much better in this regard, where running all alone into a city was a hopeless undertaking.

 

I agree on the tandem by the way. An unforgiving environment, where you actually have to work for survival and cannot find your beans pretty much everywhere as well as a common thread that drives people to work together to get the good gear and be able to survive is what it takes imo.

 

 

 

Now I have no idea how the knife topic has been brought up but regarding that topic: Have you tried knife fighting arts? There are quite some italian styles for example out there to be learned yet I bet 90% of the people which own a knife are laymans with it, exept maybe for hunting purposes, as knife martial arts are rightfully regarded as quite shady nowadays. I wouldn't go for the chest. Hitting the aorta is very unlikely as you have the ribcage in front of it, the sternum and other organs as well. A pneumothorax is the most likely outcome and while wounds to the belly are usually the worst you can get in regards of pain and lethality when hit by blunt force or bullets (since the belly area has a shitton of blood vessels and so much room that you can easily die from internal bleedings) I would rather go for the armpits, the arterias in the arm or the arteria femoralis in your legs in an attempt to quickly weaken your opponent before you go in for the kill.

Edited by ColdHeat
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How? In what way can any type of zombie who is killed in one hit by a fireaxe or anything larger than a .22 be threatening? Go the killing floor route? make it so they grab you and can hold you in place if attacked? then you have people complaining they can no longer out run zombies. they made zombies a bigger threat this last patch, yet still able to be on shot with a headshot from a fire axe, and now people are whining and moaning, even though it was a NEEDED and really a decent change. They have reverted back from last reports on experimental due to the KoS community whining. Zombies by themselves are not, and will not be a threat, ever. they need something in tandem to become one, this is where the environment is supposed to come into play, but will it, that is the question.

 

Edit: for changing skins to show who is a bandit and who isn't: Heros are clean, might have a beard, while raiders will be bloody and dirty. Just like in fallout. It is a simple texture change of the skin that will force you to be wary of anyone with a motorcycle helmet or face mask, cause they are trying to pass themselves off as one thing or another by not revealing their skin.

The big problem people have (or atleast that i have) with strong zombies is that they dont play by the rules of a physical world, instead they way in which they are coded means they dont recogize the actual Models as being there. this is why you see the AI walking in floors and striking thru walls. Untill this is 100% fixed making zomibes faster then players, knock players out frequently, high rate of infections, etc all make them OP. Players need consistent behavior from the game. Im all for a challenge, but it needs to be a matter of skill and experience not just rather the AI decides it wants to go wonky and KO you with a lunge attack from 10ft away thru a concrete wall.

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Gameworld is too simple to require teamwork. I don't see them making the whole map more complex to require teamwork to, for an example get access to a military base that is filled with heavy doors that need 2 people to push open, high walls that need 2 people to climb, etc.

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By numbers apparently. Maybe even through increased infection rates. That's the way even those "slow walkers" from the old movies were made a frightening force.

 

The last patch was rather a makeshift solution in my opinion but if zombies suddenly outpace you, even if you're a bambi with no gear, if they can take a shitload of hits with an axe to the body or when the only solution they see to increase their numbers is to make them insta respawn, they only become a nuisance but it doesn't aid the immersion exactly, nor does it force people into teamwork. Even the War Z zombies did their job much better in this regard, where running all alone into a city was a hopeless undertaking.

 

I agree on the tandem by the way. An unforgiving environment, where you actually have to work for survival and cannot find your beans pretty much everywhere as well as a common thread that drives people to work together to get the good gear and be able to survive is what it takes imo.

 

Now I have no idea how you brought up this whole knife topic but regarding your theory: Have you ever tried knife fighting arts yourself? There are quite some italian styles for example out there to be learned yet I bet 90% of the people which own a knife are laymans with it, exept maybe for hunting purposes, as knife martial arts are rightfully regarded as quite shady nowadays. I wouldn't go for the chest. Hitting the aorta is very unlikely as you have the ribcage in front of it, the sternum and other organs as well. A pneumothorax is the most likely outcome and while wounds to the belly are usually the worst you can get in regards of pain and lethality when hit by blunt force or bullets (since the belly area has a shitton of blood vessels and so much room that you can easily die from internal bleedings) I would rather go for the armpits, the arterias in the arm or the arteria femoralis in your legs in an attempt to quickly weaken your opponent before you go in for the kill.

Again, the problem with "M0AR EN3M13S!" as I have said is that it is more artificial difficulty. Then again I am thinking in terms of typical shooters like borderlands 2, zombies can play by different rules. it is gonna take several factors to fix this, I just don't believe there is one silver bullet that will fix it all at once.

 

The big problem people have (or atleast that i have) with strong zombies is that they dont play by the rules of a physical world, instead they way in which they are coded means they dont recogize the actual Models as being there. this is why you see the AI walking in floors and striking thru walls. Untill this is 100% fixed making zomibes faster then players, knock players out frequently, high rate of infections, etc all make them OP. Players need consistent behavior from the game. Im all for a challenge, but it needs to be a matter of skill and experience not just rather the AI decides it wants to go wonky and KO you with a lunge attack from 10ft away thru a concrete wall.

While I agree this is a valid point I feel that the developers will see the backlash NOW and never try it again, instead making it so that the fire axe always one shots, even when zombies are ultimately fixed, because they got so much backlash this time.A number of things need addressed before we can really consider and worry about balancing TOO hard. And that means waiting till mid-late Q2 and the fixing of zombies. (or as early as next month if the studios continue to be ahead of the curve like dean says they were for 64bit coding)

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I watched World War Z with my thirteen year old last night. I've seen it before, and I feel it doesn't do the novel any justice. However, it made me realize something: that which makes zombies scary:

  • Savage dispositionDayZ does not have this
  • Zeds in numbers - DayZ does not have this
  • Little-to-no hope for survival - DayZ does not have this

When people think of zombies, in some form or another, they equate them to these key points. A good zombie flick consists of characters identifying the threat, dealing with the threat, and finding out whether or not their efforts were in vain. When you fire up DayZ for the first time and you see a lone zombie, you don't know what to expect.

 

Is it fast? Are there more of them lurking about? Do I fight it? Should I run?

 

All of these questions spring to mind. When you finally decide to engage it and it saunters over to you in linear fashion, you side-step, punch it in the head, it falls on its face stunned, gets back up, you rinse and repeat until it falls on its back, dead, and you think to yourself, "Really...? Did I really just punch a zombie to death? We made a lot of noise in that scuffle -- where are the rest of them?"

 

In my opinion, for players to really come together and find another reason to play DayZ besides PVP en masse, we need to pit ourselves against zombie hordes. That, to me, is zombie survival. They need to be everywhere. Want supplies at the supermarket? Be prepared to die for them. Does your buddy need antibiotics from the pharmacy? Again, be prepared to die for them.

 

I fully realize the zombies are still being worked on as this project is still in alpha, but can we really expect to meet this kind of resistance?

 

I remain hopeful but doubtful.

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Why does everyone forget that globalized loot is coming, and that it will likely change the entire experience of the game.

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Why does everyone forget that globalized loot is coming, and that it will likely change the entire experience of the game.

 

How exactly will globalized loot change the entire experience of the game?

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How exactly will globalized loot change the entire experience of the game?

It will cause that guy with the blaze to KoS a guy with an M4, because they want that M4, and you can't have it or anything with it. It will cause people to KoS anyone they see for the sake of that person POSSIBLY having the wrench or helo or car part they need. It will cause people to Kos anyone with a LRS or NVG's, without a second thought cause "you have something I want to kill Bambi with N00bS@UC3!"

 

In short it will make the game even more trigger happy, and possibly destroy it cause people can no longer survive without KoS. No more heroes. Just people shanking each other over a can of beans. Oh wait....

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Good thread Grimey, but in the end, not the game or anything in it is the problem you are facing, it's just the players.

If there is no "outside limitation" that forces players to play together - e.g. Teams - and there is no penalty in being an asshole, people behave like assholes.

 

As you pointed out, the only way that there is a small chance that people will work - sometimes - together, is when they are facing problems they simply can't deal alone with...like an abstruse mass of Zombies.

Just go through some of the most mentioned things...

Chars life is not valueable (like it is now) : Kill everyone because...fun?

Chars life is valueable (gear hard to acquire, slowly gained passive skills): Kill everyone because otherwise I don't die.

People just kill, because they don't have anything else to do - Even if there were a million things to do, people would kill each other. Why? Because they can.

Massive amount of Zombies: Wait for player to loot town, kill him afterwards.

Meet player in town? Kill him as fast as possible or hide because he might kill you.

Even more Zombies: Help player to loot town, kill him afterwards.

Even more zombies: Wait close to a town. Kill everyone that is alone and eat his meat....well, or his beans.

 

And I'm not even getting started on Clans or other teams, that don't need anyone but themselves and will always just...well...kill anyone.

 

So in conclusion:

 

  • We need a common enemy. Will we see one?
  • We need to have to interact with others. Will this ever come to pass?
  • When we attempt to communicate with others, there needs to be an actual risk in so doing. Will said risk ever really be relevant?
  • Where is the relentless, unforgiving environment of DayZ? Is it coming? Or will it become another watered-down arena in which people shoot each other?

 

 

1) I hope so. Not only a huge amount of Zs but also every other danger in the environment - from diseases to weather.

2) "have to" is too much. So...imho, no, never "have to". Except you count a bullet to the head as interaction...

3) Risk is already here. Relevant? Hm. Maybe? See above point...

4) I hope it is coming. It may be coming...who knows...a guess? It will be unforgiving and hard, but in the end nothing a skilled player can't do alone. And even IF it was impossible to survive alone, people would not interact, but kill. Because even then, the rule would say: "If I go into interaction, there's a chance I get killed. If I just shoot this guy down and grab his things I'm fine."

 

You want interaction? Play a game that forces you to play together because you have to - BF, CoD, LoL, PS2 whatever.

If people are not forced to play together in a team and there is not only no penalty but maybe even a reward for killing everyone they see (no matter if it's loot or sadistic joy because they know that that guy has to start from scratch or just fear that they maybe would have been killed otherwise), people will do exactly that.

And no, I'm still not for any humanity system - doesn't make any sense at all in a game like DayZ. Or like my friend Psycho said so eloquently "Everyone I shoot is a sucker more, that has to start at the beach again and is no threat for me, because until he is geared up or only run back here, I'm gone a long time and he can't shoot me anymore."

You know, if you read the bible (I have, even tho I'm an agnostic), god kicked the humans out of the paradise, because he gave them a free will. And what did those brats do with the free will? The only thing they shouldn't do. Same goes for DayZ - Give people the possibility to do what they want in a game and they will kill each other.

You want interactions between players in a sandbox game with weapons and no penalties for killing?  Well. The only possibility for some of the players (for sure not all) to get into interaction is what you mentioned: Make the environment so freakin' dangerous and impossible to survive alone, that it doesn't make sense to kill anyone, because it actually lowers your chances to survive if you kill another survivor instead of interacting with him.

Can that be? Maybe. If there IS a game, that can make this possible, it's DayZ I believe. But even if they achieve it to make it so (and still somehow balance it out), a ,lot of players would still kill, just because they can.

 

So...I know, I'm not that optimistic as usual, but yeah, you asked and whiskey makes me dramatic.

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Good thread Grimey, but in the end, not the game or anything in it is the problem you are facing, it's just the players.

If there is no "outside limitation" that forces players to play together - e.g. Teams - and there is no penalty in being an asshole, people behave like assholes.

 

As you pointed out, the only way that there is a small chance that people will work - sometimes - together, is when they are facing problems they simply can't deal alone with...like an abstruse mass of Zombies.

Just go through some of the most mentioned things...

Chars life is not valueable (like it is now) : Kill everyone because...fun?

Chars life is valueable (gear hard to acquire, slowly gained passive skills): Kill everyone because otherwise I don't die.

People just kill, because they don't have anything else to do - Even if there were a million things to do, people would kill each other. Why? Because they can.

Massive amount of Zombies: Wait for player to loot town, kill him afterwards.

Meet player in town? Kill him as fast as possible or hide because he might kill you.

Even more Zombies: Help player to loot town, kill him afterwards.

Even more zombies: Wait close to a town. Kill everyone that is alone and eat his meat....well, or his beans.

 

And I'm not even getting started on Clans or other teams, that don't need anyone but themselves and will always just...well...kill anyone.

 

So in conclusion:

 

1) I hope so. Not only a huge amount of Zs but also every other danger in the environment - from diseases to weather.

2) "have to" is too much. So...imho, no, never "have to". Except you count a bullet to the head as interaction...

3) Risk is already here. Relevant? Hm. Maybe? See above point...

4) I hope it is coming. It may be coming...who knows...a guess? It will be unforgiving and hard, but in the end nothing a skilled player can't do alone. And even IF it was impossible to survive alone, people would not interact, but kill. Because even then, the rule would say: "If I go into interaction, there's a chance I get killed. If I just shoot this guy down and grab his things I'm fine."

 

You want interaction? Play a game that forces you to play together because you have to - BF, CoD, LoL, PS2 whatever.

If people are not forced to play together in a team and there is not only no penalty but maybe even a reward for killing everyone they see (no matter if it's loot or sadistic joy because they know that that guy has to start from scratch or just fear that they maybe would have been killed otherwise), people will do exactly that.

And no, I'm still not for any humanity system - doesn't make any sense at all in a game like DayZ. Or like my friend Psycho said so eloquently "Everyone I shoot is a sucker more, that has to start at the beach again and is no threat for me, because until he is geared up or only run back here, I'm gone a long time and he can't shoot me anymore."

You know, if you read the bible (I have, even tho I'm an agnostic), god kicked the humans out of the paradise, because he gave them a free will. And what did those brats do with the free will? The only thing they shouldn't do. Same goes for DayZ - Give people the possibility to do what they want in a game and they will kill each other.

You want interactions between players in a sandbox game with weapons and no penalties for killing?  Well. The only possibility for some of the players (for sure not all) to get into interaction is what you mentioned: Make the environment so freakin' dangerous and impossible to survive alone, that it doesn't make sense to kill anyone, because it actually lowers your chances to survive if you kill another survivor instead of interacting with him.

Can that be? Maybe. If there IS a game, that can make this possible, it's DayZ I believe. But even if they achieve it to make it so (and still somehow balance it out), a ,lot of players would still kill, just because they can.

 

So...I know, I'm not that optimistic as usual, but yeah, you asked and whiskey makes me dramatic.

 

That is what I want to see in-game.

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That is what I want to see in-game.

Rick,  you can be a complete jackwagon you know that? But you have some good points, and seem like a nice guy when not playing the sarcastic persona. Beans for simply stating what we mostly all want to see. Also not a bad rig, how much did it cost you?

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Rick,  you can be a complete jackwagon you know that? But you have some good points, and seem like a nice guy when not playing the sarcastic persona. Beans for simply stating what we mostly all want to see. Also not a bad rig, how much did it cost you?

 

Ha. Yeah, the industry I'm in makes jackwagons (cool word, by the way) out of us all. It's all for fun. (;

 

Everything in my current rig besides the video cards was purchased in December of 2010. I don't remember the exact price, but it was in the ballpark of $4,000 at the time. It originally had twin GTX 580s in it. Still running strong. I'll probably upgrade the rest this Christmas.

 

Back on topic, I'm glad to see other people aren't completely sold on the massacre that currently is DayZ.

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How exactly will globalized loot change the entire experience of the game?

 

Possibly encourage trading or banditry, when one guy has some rare loot. You may try and KOS him, but at the same time it would risk damaging the rare item you're after. Currently nothing is really all that rare, or you can just server skip to get what you want. Which won't be possible then.

Edited by Ghostflux

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Possibly encourage trading or banditry, when one guy has some rare loot. You may try and KOS him, but at the same time it would risk damaging the rare item you're after. Currently nothing is really all that rare, or you can just server skip to get what you want. Which won't be possible then.

 

How will you know what he has if you kill him on sight? Won't server hopping be just as effective in areas of higher loot concentration? You said server hopping "won't be possible". Did you read this somewhere?

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How will you know what he has if you kill him on sight? Won't server hopping be just as effective in areas of higher loot concentration? You said server hopping "won't be possible". Did you read this somewhere?

 

Globalized loot in combination with loot respawn does two things really,

1. Servers don't have to restart in order to refresh the loot. Which means people can't just server hop after a server restart. They could still do it, but their chances of finding items decreases tremendously.

2. Rare items are limited on a hive level, which means that even if you manage to get to a high-loot area, you may still not find what you are looking for as most of the rare items are already in the hands of the player who was lucky enough to find the item.

Edited by Ghostflux

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How will you know what he has if you kill him on sight? Won't server hopping be just as effective in areas of higher loot concentration? You said server hopping "won't be possible". Did you read this somewhere?

Well if you KoS and then loot the body... but then you run the risk of A. sniped by a hero. and B. ruining said item unless you get a headshot. ... We need hats that hold things, so we can stick those helicopter parts in them. That would be the BEST way to keep from being killed by a raider; line your pockets with Helo parts and run around screaming about it to everyone.

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