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OfficialFrosty

DayZ Ideas to reduce KOS

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         I got this idea from another suggestion about emotions in DayZ. Basically, this won't PREVENT KOS in the game, and it may not help at all... but it is an idea.

First of all,  DCyDe had an amazing idea. The devs should add a game mechanic that makes your character have an adrenaline rush when shooting/killing another player. He said that you should burn through food or water or maybe energy when killing another player. Maybe you would have increased sway or something like that. This way, it doesn't exactly "punish" people for KOSing because there could be ways to counter it, (eating and drinking more, or fighting the sway.)

The "ruined cloths/item" mechanic works very well, but I think there should be some more ways to reduce and not prevent KOS, because it is part of the game and makes the game. You guys can leave suggestions in the comments and they will be edited on another or this existing post on KOS. 

Thanks - Frosty/Dylan 

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12 hours ago, OfficialFrosty said:

         I got this idea from another suggestion about emotions in DayZ. Basically, this won't PREVENT KOS in the game, and it may not help at all... but it is an idea.

First of all,  DCyDe had an amazing idea. The devs should add a game mechanic that makes your character have an adrenaline rush when shooting/killing another player. He said that you should burn through food or water or maybe energy when killing another player. Maybe you would have increased sway or something like that. This way, it doesn't exactly "punish" people for KOSing because there could be ways to counter it, (eating and drinking more, or fighting the sway.)

The "ruined cloths/item" mechanic works very well, but I think there should be some more ways to reduce and not prevent KOS, because it is part of the game and makes the game. You guys can leave suggestions in the comments and they will be edited on another or this existing post on KOS. 

Thanks - Frosty/Dylan 

 

Kos will die down once more zombies are added to the game and loot spawns are reduced; these things will force players to work togeather and as we have seen with .60 exp it is much harder to acquire ammo.

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14 hours ago, OfficialFrosty said:

         I got this idea from another suggestion about emotions in DayZ. Basically, this won't PREVENT KOS in the game, and it may not help at all... but it is an idea.

First of all,  DCyDe had an amazing idea. The devs should add a game mechanic that makes your character have an adrenaline rush when shooting/killing another player. He said that you should burn through food or water or maybe energy when killing another player. Maybe you would have increased sway or something like that. This way, it doesn't exactly "punish" people for KOSing because there could be ways to counter it, (eating and drinking more, or fighting the sway.)

The "ruined cloths/item" mechanic works very well, but I think there should be some more ways to reduce and not prevent KOS, because it is part of the game and makes the game. You guys can leave suggestions in the comments and they will be edited on another or this existing post on KOS. 

Thanks - Frosty/Dylan 

I'm pretty sure that wouldn't reduce KoS in any way. 

The main core problem of KoS is that there is nothing else to do in the game besides Roleplaying. 

After someone gets fully geared and has the best weapons in the game, KoS is the only thing to do

So, using simple logic, to reduce KoS, we need to make getting geared up and the game itself a lot harder. 

Fresh spawn -> End Game -> KoS

So we need to make it harder to go from fresh spawn to end game

Fresh spawn ---------------------------------------------------------------------------------------------------------------------------------> End Game -> KoS

 

A good start would be reducing the ammount of ammo spawning by A LOT. So that people have 3 bullets for their mosin and that's considered a lot.  Thay way when they see someone, they will think twice. "Is it worth wasting one of my precious bullets to kill that guy when there's a chance that he will have no ammo or anything usefull on him and I will just waste my bullets" ?

 

and btw if this game ever gets to that state we will have to brace ourselves for the countless crying threads "omg why theres no ammo i cant find shit in this game devs pls do something !!!11" But we will have to get through that stage and decide if we want to do a hard game or not

 

Now the other problem with this is "well if the ammo is going to be so rare then do you expect us to just use the shitty melee combat all the time"?

that's why 

1) Melee combat should be better and more fun, it's a zombie game after all. I want a melee combat that actually has something to do with skill rather than a lottery. Right now the melee combat is "whoever is lucky enough to hit the other guy in his past de-sync state". I """"believe"""" that with the engine being reworked they can improve the melee system maybe in a year.

2)Ammo for shitty weapons like the makarov should me easier to find

3) If everybody knows that ammo is a rarity, you can easily point an empty gun at someone and pretend you have ammo. It will make for another fun element in the gameplay.

Another big thing is obviously the amount of zombies. This will single handedly reduce KoS, not in the wilderness but in the cities.

If you're hidden in grass in the middle of a big city with 100 zombies around you and you see another guy crawling towards you, you're not gonna shoot him. You're going to talk to him and try to be friends with him because you know that the moment you release a bullet from your weapon you're as good as dead. 

 

 

The ruined clothes/items is a good idea but not now, because simply no one cares. If the guy you just killed has ruined everything you don't care because you can find everything that he had on him in 5 minutes because it's that easy.

If everything becomes rare then this concept will become a thing because what's the point of wasting ammo just to "loot" people if their gear will be ruined. Shooting people will be used in self-defense more often.

 

Right now this game is far from "hardcore survival" like it's supposed to be, I bet something like 99% of the today's players don't play the game to experience "hardcore survival" but for the shooting, since it's an Arma game it has a fun shooting engine, and the rest are people who make creative videos for their youtube channel.

Edited by Saylor Twift
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I agree with Saylor Twift !

People do KOS because they are bored and they don't know what to do next, so we need to prolong the gameplay somehow.

In my opinion the game should be harder. I know that DayZ may lose a lot of players (people who actually want to KOS) if the gameplay is too hard. So they might develop the hardcore mode some more.

The hardcore mode should consist of :

- Less food/drinks spawns (alternatively higher hunger/thirst rate, however reducing the spawns directly is way more efficient, as it increases server performance)

- Less gear spawns, way more "empty" houses: As Hicks said, it's important to "force" the player to move across the map. It's illogical that you find that that much amout of loot.

- More zombies, higher damage, higher "ruined clothes" rate

- More diseases, higher infection rate: Drinking insecure water-sources should punish the player if the water is not purified or cooked.

- Increase hypothermia: At the moment, I don't need to build a fireplace in order to survive. I never died because of too low body temperature.

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I think KOS is the lowest level of play. It is an easy way to have lot's of (bad) influence on other players, and therefore the player feels influential and powerful.

It can remain a problem if the game makes other playstyles / goals too difficult. The IQ and gameplay expectation of the audience also translates to how people play the game. Dumb people have no ability to play in another way. People without a microphone or without a reasonable language skills cannot find much success in the higher playing styles. I believe BI should make the higher playing styles very accessible, so the lesser players will start cooperating, role playing and assume higher goals.

Love to see Dayz actively encourage players picking up a higher goals. (repairing cars, aircraft, building and maintaining a base, assembling a group, trade, liberating (cleaning) towns from infected, restoring lights and electricity, an active global ranking, etc)

 

I think KOS can be reduced by:

- attractive higher goals.

- a tougher environment (a bit less supplies, more infected and predators).

- challenging gun handling (manual reloads, jams).

- making players worth more alive. (soft skills, weight carry sharing, holding key information, such as base location, enemy group size)

- facilitating other playstyles (in game specialisations / soft skills)

- Using the weight variable, affecting player speed in a linear way, making teams faster because they can share items and their weight.

- directional far travelling Sound. The sound fall off is too short. In real life 'Silenced' weapons are far from silent, unlike the movies or games. This game has a realistic large terrain, have a realistic far sound travelling, and echoes.

- eye simulating darkness noise. This will help to equal to night visibility for all players, no matter how bright their monitor and gamma settings.

 

Furthermore I think the game's gameplay time scale can be encouraging KOS gameplay. I think many jump in Dayz to have a couple of hours of fun, get gear and waste a few players, like a short term death-match. It's nice to feel a bit of power after being bossed around at work.

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22 hours ago, Nicklander said:

I agree with Saylor Twift !

People do KOS because they are bored and they don't know what to do next, so we need to prolong the gameplay somehow.

In my opinion the game should be harder. I know that DayZ may lose a lot of players (people who actually want to KOS) if the gameplay is too hard. So they might develop the hardcore mode some more.

I dont agree.

Seems you never saw "bambi fights" or chamber weapons fights. If you make harder to go from fresh spawn to end game, the players will KoS like fresh spawns, chambering weapons or making "axe wars", stucking the game at that point. By the other side, the players with teammates at north, just evoid any interactión in the cost and walk about 1 hour straight to meet them and loot some equipment.

KoS is the result of an emply roleplay objectives that dont come from the players itselfs. What the game offers for roleplay? objetives? rewards? features? Absolutly nothing. Only the experience that have each player with other players, not with the game it self.

Im agree with Troll_Hunter and the focus idea to incorporate in the game more "higher goals" and "roleplaying achivements". You can read some of my ideas here: 

PDT: Sry about my english, i try to do my best.

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4 hours ago, Asmondian said:

 

The main idea is that they will NEED to work with other people to survive. Running around killing everybody with axe will get them nowhere because they will die to the big amount of zombies or die from starvation (in order to get food they will have to get into cities/villages = need teamwork) If they want to just run around with axes  and die in 5 minutes and repeat forever than let them do that but I'm sure majority of players have higher ambitions than than

We're also not removing KoS, because it will ALWAYS be there no matter what, and running around  fighting with brooms will also always be there, but we're just reducing it.

Edited by Saylor Twift

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add a player reputation, if player helps another that player can give a rep point, if they kill another player they loose a rep point.. Now.. create spawn points (items) based on the rep points.. IF you have high rep points you get good spawns., if you have low rep points you get poor spawns.. This would reduce but not stop KOS.

lets say.. that new players start with 100 points.. This gives them average spawns.. now.
lets say for every person they kill they loose 10 points.
lets say that you can transfer points from yourself to another.. so if this player helps me by say giving me a gun, he can trade that gun for 20 points..

if they get down to 10 points, their spawns are crap. ie.. 1 bullet in a clip for a gun, or a jammed gun, or even no guns at all, only hand weapons..

ie if you want to be a dick then suffer the consequences..

Players can also give points (say 2 points through the system) but only 1 per player per day.

just a thought

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