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Bensly jones

Humanity based location spawning (PVP vs Carebear)

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The premise is you spawn players who don't pvp (based on their humanity) on the other side of the map away from pvpers. This gives pvp guys lots of people to fight against (which is what they want). And gives "Good" players a chance to work together and form groups knowing the ppl spawning near them (most likely) aren't homicidal killers.

I like this approach because there is no hard coded separation from the players. Nothing (besides and other players and distance) is stopping you from leaving the pvp city and hiking to carebear land to snipe players. Still fully open world.

Details.....

The best way I see this working would be on a map designed for it, but we can use the current one for testing. When you die, your humanity level dictates what area you spawn. Im thinking 5 spawn areas. Carebear > Good > Starter < Bad < Evil.

Your starter humanity lets you go up or down based on you actions. We already lose humanity based on murders. I propose losing humanity amounts based on the victims morality. So you kill a baby eating murder with 10 of 200 humanity, you don't lose any humanity. You kill a player with 200 humanity you lose alot of humanity.

This will make running into players much more interesting as you both pause taking into account where on the map you are, wondering if you should shoot or not knowing your next spawn will be affected on your decisions.

So I covered losing humanity, how about raising humanity? The only way I can think of is a new game mechanic that basically allows you to thank a player. I know it sounds lame. But this is the most non abuse-able mechanic I can think of.

You will be able to click on a player and choose :Thank.

This will be completely hidden from all players in game. You will only know if you were thanked when you respawn. This is to prevent helping a new player until you see he has thanked you... then killing him.

You will only be able to thank one player per life. So if you want to raise your humanity your going to have to help alot of ppl...

Oh did I mention that a thank is based on a players humanity also? So you are not going to get out of the shithole that is evil spawn by getting thanks from other murders...

Your going to have to survive your spawn, get to a better city, and somehow convince a player that has more humanity than that you had a change of heart and to ignore your missing fingers and thank you for something.

Karma's a bitch.

Missing fingers? Yepp.

Rocket (blessings upon him) removed the bandit skin as it wasent realistic. We need some visual way to identify evil players, so I propose chopping of some fingers on the left hand to label a bandit like the old days. Its not really obvious, you will have to check them out through a scope or binoc's from a distance. OR run up on someone yelling in your mic "DONT MOVE FKR! LET ME SEE THOSE HANDS!!!"

** insert new animation of holding up left hand, fingers spread here**

Now, if your a good player and someone says that, obviously they are good also or you would already be dead. So you would freeze, press the animation button and show your hands.... If your not a good player you better have good reactions.....

So do we have "Good" players start near better loot? Do they spawn with more blood? Do they have a better chance of finding items? Or do they only enjoy the benefit of spawning close to other good players?

This is what I leave up to you guys, please discuss.

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Good idea, I like how the humanity system works. However, seperate spawns may make it alot easier to camp players. They would have to be a bit more varied.

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If you want people to take your post seriously use proper terminology. "Carebares", "Good", "Bad', "Evil" are some pretty horrid classifications.

Might want to fix that if you want people to actually read your whole suggestion.

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Good idea' date=' I like how the humanity system works. However, seperate spawns may make it alot easier to camp players. They would have to be a bit more varied.

[/quote']

Thanks Frodevil, What I had in mind wouldn't be a certain city you spawn in. The spawn is still a randomized pool of points but they are near one another. You do have a good point that there may need to be more spawn areas or have a los blocker like a forest or city buildings for new spawns.

If you want people to take your post seriously use proper terminology. "Carebares"' date=' "Good", "Bad', "Evil" are some pretty horrid classifications.

Might want to fix that if you want people to actually read your whole suggestion.

[/quote']

Maxim, I was trying to use the current forum vernacular that I see in most posts but you are right.

I guess some better classifications would be,

Teamplayers - People who avoid coldblooded murder at all costs and go out of their way to help other players, thereby generating their thanks and improving their morality.

Independent - People who live and let live. Friendly to players unless provoked. Helped a few players in mutual interest. Not hunting players.

Default - All new players' morality start here. I player with this level of morality could also be working their way up from lower levels, or descending from higher with blood on their hands...

Opportunistic - This player has blood on his hands. While not being a stone-cold killer. If he likes that alice pack you are wearing he might be willing to trade his life for it....

Bandit** - We all know this phyco , the guy who shoots first, and laughs last. Zombies are second to the prey he tracks. Why scavenge for supplies when you will bring them to him all bundled up in a coyote pack?

**Bandit level of morality is the only one that visually distinguishes from the rest. Missing fingers and/or facial scars are the result of being caught and disfigured for the horrible crimes that drove him into the sea. A bandage and painkillers are his sole companions in this new beach he finds himself washed upon...

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I like the idea would improve the way me and my friends aproach a other player we try to avoid confrontation by roaming the wast lands and dont shoot on sight cause we normaly notice other survivers first, no wonder we were blessed with helicrash sites so we have 2 L85A2 AWS a M107 and a M249 so 2 of us aproach while the other 2 stand back and seek a good positon as soon as in voice range he get informed about the situation than asked if needing medical treatment and checking hartbeat dont know if still implentet than after that we draw back telling him not to follow us. Till now it worked most players out ther become pretty tame knowing 2 scops are pinning them down other player arnt allowed to follow us till they join us in Teamspeak cause we think i stabilize some kind of trust

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And what's to stop the PvPers from trekking across the map for easy marks when everyone in Cherno is all friendly because they think no one is PvPing?

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This exact suggestion was actually discussed in length already. It assumes "bandits" don't group up, won't camp where they know only survivors spawn and doesn't take into consideration someone losing humanity from defending themselves. A big part of this mod is not knowing the intentions of the person you're running into. This would essentially define players as two different factions, not really something I'd like to see.

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Server 1, Game Mode = Coop (still has friendly fire though)

Server 2, Game Mode = PvP (full deathmatch)

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