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(Fair)Murder, Barbed wire, etc. Suggestions (Feedback Welcomed)

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Test out my suggestions in your own mind to see if its fair, if you really like it, spread it around, perhaps we could get someone higher to give it a look.

Give feedback or something else that may be added and I will try to add it logically, or alter what I already have to something that fits into the game.

Index

1. Murder consequences

2. Barbed wire solution

3. Character immersion

4. Team play

Murder Consequences

1.Blood

There is a new stastic on your character it is blood, but not in your body, on your body.

The max we will say is 20.

You gain 1-3 blood on your character if you kill another player up close depending on your weapon and/or disance.

You also gain 1 blood when looting another player's corpse, it only happens once, but will affect everyone who touches the body.

The effects will give varying increase of detection to zombies aswell as give you character a bloodier look.

At the max of 20 zombies would be attracted to you as if you had just shot a M1911 constantly.

The blood will not fade, however if you switch your clothes you will lose 5 blood, but the blood will remain on the clothes.

You would not be able to get 4 sets of clothes then keep switching them at 20 to reach 0, instead your clothes hold a potential of 5 blood and you hold a potential of 15 blood, if the amount of blood goes beyond 5 it goes on you, but if you changed clothes you could remain low on the amount of blood on you.

Beyond this the blood is permament to your character as long as he is alive, except an additional item that is as rare as antibiotics that will clean all the blood of you and your current clothes.

Killing or looting zombies have no effect on the amount of blood on your body, for player balancing reasons.

2.Dreams

Everytime you login beyond your creation you will make a sound players and zombies can hear by default to.

Essentially everytime you log out and back in, its as if your character has been sleeping.

Perhaps a couple coughs or a grunt within a 10-30 meter radius that isn't that loud but enough to tip of an alert person if they are close enough.

Players will be able to hear it farther then zombies, but zombies will still be attracted if close enough.

The more murders you commit to a certain point your character will have nightmares, it would start with pants then evolve to waking up screaming, until an extreme to just waking up yelling with the range of sound as an enfeild from insanity, perhaps a total of 20-30 murders to reach such an extreme.

At 40-50 your character would not make any noise at all upon log in.

However if you killed bandits your scale will be put down by 2 per bandit kill, if you gain 2 bandit kills without murdering, your character will login as they currently do now.

(All numbers are placeholders will be changed to something suitable when someone suggests.)

Explanation

1. This effect as with adding the realism of getting blood on your body from dealing with corpses, killing close range, will give you a consequence of killing someone so close, and makes you think on who you should kill for good items, or what bodies to loot, aswell as show others who get close enough how many people you have potentially killed.

Zombies are exempt from this as to add a player only interaction that others can see upon you.

In the future perhaps more slight effects will be added to players over their characters time to tell more about them from a distance other then the loot they have.

2. This effect is for the current troubles of server hopping or someone spawning behind you in a building, aswell it adds to realism as, you wouldn't really sleep in a building without locks in a zombie apocolypse with murders everywhere would you?

It also makes you think where to "sleep" that is safe and gives another consequence of killing another player that you may also feel in real life, as well if you were to ever kill so many people.

Another player only reaction to add to give consequence to make you think where you would be safe to log out.

Barbed Wire Solutions(Multiple solutions from worst to supposedly best)

1. Remove them until duplicating is fixed.

2. Make barb wire share the same lay down system as a tent, only allowing them to be placed outside, and a bitch to place, but still able to be placed to cut down on abuse.

3. Have Barbed wire share the same lay down system as tent with the exception of allowing them to be placed indoors.

Aswell having them able to be traversed by going prone and under them.

* Make tank traps unable to be placed indoors aswell take 3 players to place and remove them.

Explanation

Barbed wire and tank traps are used to keep players out of many areas, potentially screwing all new players, it is out of hand currently because of duping and needs a solution now, or duping halted, aswell a future solution to stop barbed wire clipping through walls and being only used to prevent others from obtaining loot.

With 3 and tank traps unable to be placed indoors and require more people, their initial uses would come back again and instead of instantly being used to grief, they would be used for more appropiate things like making an obstacle course in a building able to be passed, but slow enough to kill anyone who tries to enter if your inside using it as a base, and tank traps being used to close off a road your team is holding down.

Character immersion

1. Character customization

Upon creating a character beyond choosing gender, you are now allowed to choose 3-5 traits for your character that fit between solo and grouped play.

Traits will take up different amount of slots from 1 to 2, up to a maximum or 3-5 trait slots.(Max amount undetermined)

Solo traits:

Hunting: Able to gather double meat from gutting animals.(1 slot)

Resident: Able to move more silently.(1 slot)

Group traits:

Medic: Able to use a new medical item found in hospitals to administer blood pack as well as create wooden splints from bandages and wood piles.(2 slots)

Mechanic: This trait is necessary to repair helicopter rotors, as well as allows reinforcing upon vehicles.(2 slots)

(More will be added in future these are just examples, original idea from http://dayzmod.com/forum/showthread.php?tid=27963)

1a. Additional effects of traits

Along with the added bonuses to the skills you have chosen, solo traits(and Medic)decrease the effects of mentality toward your character, while group traits besides Medic have no effect on mentality.

A possible additional effect is depending on your traits allow you to spawn elsewhere besides the shore with a specific set of clothes depending on location.

Some solo traits will allow you the choice to spawn with an item, but some Group traits force you to spawn upon shore regardless.

Solo Traits

Hunting: spawns in forest with a hunting knife with appropriate clothes

Resident: spawns near a road at random with matches and a couple tin cans or empty bottles as well as civilian clothes.

Group Traits

Medic: Forced shore spawn with appropriate clothing.

Mechanic: Forced shore spawn with appropriate clothing.

(Remember still WIP list, just examples)

Explanation

Along with give incentive to group together, it allow players to be on their own if they wish, along with give more variety to clothes and spawn location.

It would also give you your own character you can choose what he excels at, along with giving your character a mentality based on your choice to have a base with all/any mentality effects if they were to be implemented.

Team play

1. Radios

Allow radios to have channels you can switch to when obtained that are able to have password control, to allow teams to type/voice chat with each other.

Along with this, the position of all players with radios in the channel appear on a map if you have one(potentially have a new tool to find radio signals), however they won't be marked and would potentially have a lag time of some sort.

The only way to find out where a specific team mate is, is to talk to them, then follow the map to which signal they lead you to.

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There is no reason for adding consequences for killing people. I think giving away your location and risking your life is a fair consequence itself..

Dreaming suggestion, IMO, would just be annoying. And wouldn't really make any sense to stop server hopping. They would still do it, move to a different (empty) server, "Wake up", move to a safe spot, then move on foot to ambush you again.

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There is all the reason for adding consequences, use logic.

In RL there are dozens, if not hundreds of consequences for killing another person, but here there is not a single one.

Everyone kills everyone no questions ask, this is not how Rocket wants this game I know.

As for annoying, consequences aren't suppose to be fun, they are to make you think, as for server hopping the scenario you used, meant the prey would of have to stay in the same location for too long, which meant he would of been killed easily regardless, this change is suppose to add immersion, like not sleeping in a house with no lock with murders everywhere.

Is your opinion that you would not add anything if given the chance to the game to make it more realistic as it was supposedly was heading toward?

Or do you have any suggestions?

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I'm sorry but your suggestions are pointless, I'm glad you start with a proposal and attempt to explain your point but you do it badly and I think the overall idea's are bad so convincing me it's a good idea will be an uphill struggle... So here we go:

[1] Blood on clothing? Well you said handling bodies, so survivors would be doing this with zombies as well as bandits or other survivors they've killed so blood would be on everyone if they're alive for long enough meaning it wouldn't identify anything bar your lack of luck when finding clothing.

[2] Dreaming? Well, for the most part this could destroy new spawns games as you only know the location of your spawn and you don't know who could have been in/near the town if you're in one or who's in/near your tent.

A second point on this is that you assume "bandits" are bothered by killing more and more people until around 40, which could be completely untrue, they could be bothered about killing until they feel justified such as someone raises a gun to them, then from then on it's the stranger or them who lives meaning they would still feel justified killing anything/everyone. And you assume survivors aren't bothered by killing walkers, when these could have been your neighbors or family or just some guy you've seen walking past you a couple of times...

My third point here is that you may not have been sleeping at all, and I personally make more noise when asleep than when I wake up.

[3] Barbed wire, so I agree this is a very annoying item that is only really used for griefing especially in the close to spawn towns but it could be very useful, your suggestion is okay that it should only be placed "outdoors" and I agree to a point, I think that it should only be placed where there is enough space meaning large buildings like fire stations could have them across doorways and such. My personal recommendation is to remove them from the game (for a short while) change them to take up two or three slots then add them back in.

My second point is to make toolboxes more readily available as well as make it easier to remove barbed wire and other traps.

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Obviously I have missed saying things I have thought but forgot to type, but these things happen, let me try to put in whats missing to see if I can go up hill.

1. For blood I meant to exempt zombie's blood as their blood doesn't seem to attract them ingame, even though it could programmed so it could, but then again you don't see zombies fighting each other.

With that being said, getting blood on you exempting zombies would only occur if you killed another person in close quarters with any weapon, or have been looting player corpses.

2.For the dreaming, the default 0 murders sound would not be that loud, only loud enough within perhaps 10-30 meter radius, as well it makes you think about where to log off to be safe as if you were preparing to sleep each time you log, same with looting corpses, its make you think if you want to take the chance or leave the corpse be.

As for the numbers, they are just something I put up, they are not adamant, as for bandits being able to justify it if you looked close enough above they do eventually get over the screaming if you killed enough players, I thought of it as just not giving a fuck anymore, but it seems to suit what you mean aswell.

As with the blood suggestion this one only applies to players, even then the current zombies don't give enough time for the survivor to be bothered by finding out who is deceased, more likely then not, those who thought like that are already dead by hesitation, besides I don't think the survivors know anyone here as they randomly appear on a beach, not sure if there is any story why that is.

Your third point is a personal one, its unable to be applied here, perhaps one day there will be different types of mental personalities you can choose from which effect all mental status if any mental status become apart of the game.

And damn straight, fuck barbed wire.

Will update my post with this relevant info tommorow, tired.

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I'm sorry but your suggestions are pointless' date=' I'm glad you start with a proposal and attempt to explain your point but you do it badly and I think the overall idea's are bad so convincing me it's a good idea will be an uphill struggle... So here we go:

[1'] Blood on clothing? Well you said handling bodies, so survivors would be doing this with zombies as well as bandits or other survivors they've killed so blood would be on everyone if they're alive for long enough meaning it wouldn't identify anything bar your lack of luck when finding clothing.

[2] Dreaming? Well, for the most part this could destroy new spawns games as you only know the location of your spawn and you don't know who could have been in/near the town if you're in one or who's in/near your tent.

A second point on this is that you assume "bandits" are bothered by killing more and more people until around 40, which could be completely untrue, they could be bothered about killing until they feel justified such as someone raises a gun to them, then from then on it's the stranger or them who lives meaning they would still feel justified killing anything/everyone. And you assume survivors aren't bothered by killing walkers, when these could have been your neighbors or family or just some guy you've seen walking past you a couple of times...

My third point here is that you may not have been sleeping at all, and I personally make more noise when asleep than when I wake up.

[3] Barbed wire, so I agree this is a very annoying item that is only really used for griefing especially in the close to spawn towns but it could be very useful, your suggestion is okay that it should only be placed "outdoors" and I agree to a point, I think that it should only be placed where there is enough space meaning large buildings like fire stations could have them across doorways and such. My personal recommendation is to remove them from the game (for a short while) change them to take up two or three slots then add them back in.

My second point is to make toolboxes more readily available as well as make it easier to remove barbed wire and other traps.

I agree with your Barbed wire idea on it should be removed and put back in later

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All very nice suggestions if I do say.. Though...Blood and dreaming, dreaming just sounds generally annoying... :|

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So what I gather so far is fuck barbed wire is generally on everyone's conscious.

But stealthy if you can explain why, how do you feel dreaming is annoying? Perhaps I phrased it wrong, I only call it dreaming to have an explanation for it, otherwise it would just be called a sanity meter.

Or if it was for the sound effects that come out when you log in, seems like non issue unless you constantly log into cities or murder in the dozens.

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Okay, so responding to your response I guess...


[1] Exempting zombie blood, why? They are technically just infected and are classed as "living" in game, that's why shots that hit splatter blood meaning close range killing of zombies would splatter your clothing as well as human blood. It may not attract zombies, but it'd certainly mess up your attire and could convince other survivors you're a bandit. In this case, you could cover yourself in zombie blood to be less attractive to them. Do you want to miss out animal blood too, would that not attract zombies?

Also, killing survivors from a long distance seems to be the trend so bandits wouldn't get their hands dirty at all with this suggestion. Whilst describing it, I'm liking the idea of blood a bit more however games generally get it wrong and we'd all probably end up crimson if we survive for a reasonable amount of time.

EDIT:

Also this would be really hard to implement gameplay wise, I don't think it's worth the effort.


[2] Zombies hearing me 10-30m away isn't too bad however I don't want them to hear me if I spawn inches from them to be completely honest. It's more of a gameplay issue than a realism issue in my opinion.

Also my point with bandits is that some of them could be classed as psychopaths meaning they won't care who they kill or why they kill them. And there are some people worse than those, there's a reason the word schadenfreude exists my friend... Along with snuff. So killing 1, 5 or 100 people may not effect them at all, whilst killing 1 zombie may effect someone else's psyche completely.

Also, this mod is essentially an RPG, I play a role similar to myself. I like to keep some things similar and I'd like to change some things to keep "realism" in my own idea of what is happening. So making noise getting up isn't one of the things I'd change. This is why I shouldn't make noise waking up. And these are the reasons why there shouldn't be an option to choose types of "mentality", I think your own mentality is what effects what you do in game rather than adding in mentality to abide by.

Not overly relevant to your idea here but it's based on my RPG point, I hate that people disregard their own lives. This is rare amongst humans as our basic instincts are to survive yet the current system doesn't punish those that just spawn run in a town get a weapon and start shooting anything and everything with complete disregard. Reckless gameplay, fine, it's not my style but I'll accept that others use it however not fighting to live is something that annoys me and I don't have a perfect suggestion for this so I won't post it but it's my little rant about how I think we could solve the KoS bandit/survivor blur that currently exists.


[3] I don't think this section needs to exist.

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Another response to you.

1. I recently added in my main post that the purpose for exempting out zombies was to bring in a player only reaction others can see to make judgement based calls instead of first looking at their loot to kill them or not.

Zombies and animal gutting could be put in due to suggestion I admit, but there would need more signs of what a player has been currently doing to base your opinion on, then seeing them soaked in blood could be from killing others, looting others, or gutting animals.

I still exempt zombies as we are not sure what is exactly up with them, perhaps their blood has been drained from their bodies as they had to be killed to turned into effected, and when a survivor dies they die of loss of a blood, or being hit once slightly and ending up as Beavis.(http://www.youtube.com/watch?v=hC3Xz329uJk)

As for killing survivors at range, you will not gain any blood, but if you loot their corpse, you will gain 1 blood, which makes you think before you randomly loot corpses.

As for it being implemented if this does become a standalone game, or even if not, they are capable to put new things ingame, like melee weapons, pushing them a little bit could make them go the distance where if we never said anything, they never would know that they could of implemented such a thing.

2. The 10-30m thing would of been actually for players, for zombies it would be less, this would only come into effect as I believe if you spawn in an empty town, zombies won't spawn on you, but if you spawn in a town with zombies already in it, yea.

It brings up the point again, would you sleep in a zombie infested town?

As for your other point, I made my suggestions to be able to be implemented on their own, but if collaborated it could fit others.

I.E

In another post brought up Hunter, Medic, Mechanic as an example of different character types to start with.

Hunter would be able to gather more meat per animal.(Perhaps negate blood gain from doing it aswell)

Medic is able to use a newly implemented item that allows you to administer Blood packs and is also able to make wooden splints, anyone could carry it, but only a medic could use it.(Spawns in hospital.)

Mechanic is the only one able to repair a helicopter motor, aswell as reinforce vehicles, while other players can do the same as right now, except fixing a helicopter rotor.

There could be many more different character types with their own kind of mentality.

I.E

Hunter is not affected by killing others, Medic would suffer as normally, Mechanic would suffer less then that of a medic.

They are examples, but bring alot to the game if we could get them to implement something like this, with many more character types, with their unique mentality, with other mentality related actions that would make your character react.

Now tell me that doesn't sound like an RPG idea eh?

As for the KoS there is nothing we can do to stop people from killing, no one wants that, there only has to be some sort of incentive to team together, aswell as slight reactions to your character from killing another based on your character's mentality.

Its far from perfect now, many people could find things wrong with how I present it, but if you speak out, we can work together to present something out in the open hoping rocket may take notice and see all our ideas combined.

3. Fuck barbed wire.

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[1] I guess that's good. "Zombies and animal gutting could be put in due to suggestion I admit, but there would need more signs of what a player has been currently doing to base your opinion on, then seeing them soaked in blood could be from killing others, looting others, or gutting animals." I disagree, if blood is implemented I don't like the idea of specifically knowing what "type" of blood was on someone, it should be up for debate so bandits could claim to have just looted zombies or killed animals whilst survivors could get shot because other survivors don't believe their claims. Blood comes from zombies when you shoot them so I don't think that's debatable at this time.


[2] "... would you sleep in a zombie infested town?" If there was an actual zombie apocalypse, most likely. I'd have to if I didn't have a tent or something to allow me to brave the great outdoors. So somewhere "safe" would mean a hill outside of a town or something meaning you wouldn't alert anyone but is that really more realistic?


[3] Three is now about your idea of personalities, so first don't get mentality and classes mixed into one. I know plenty of mechanics, not all of them think the same, nor even close to on the same wavelength as one another until it actually comes to fixing cars or bikes or what have you. Classes are more a set of skills one has acquired (Liam Neeson speech?) and mentality is effectively how one would perceive the world.

I think playing a "role" in a sandbox comes from the actions and way you play the game rather than being prescribed rules to abide by. Like my signature, I personally consider myself someone fit for the role of recon and engineer... why? Well, I prefer silenced weapons and stealth for one. Second, I carry a large back pack and pick up vehicle parts over food and water any day. These two roles don't fit perfectly together but I play them both relatively effectively in my opinion. But some others play as Medics (see Dr Wasteland MD) and some play as bandits living off others. I don't mean the Kill on Sight "bandits" I mean real bandits that are tricky, slimy, good for nothing and great at playing that role. They sweet talk you, they gain your trust and take everything from you without a moments notice. That's what the game is about.

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1. I didn't mean it to have that meaning, I meant there actually needs to be more signs of some sort that came from the actions of said player and this current blood suggestion, means they have just killed someone or looted a dead corpse, or have just gutted an animal.

It does not tell you which, all you know he has blood on him.

2.Well apparently doors in all towns have no locks, so if a zombie wonders in...fuck.

Currently no it is no realistic as zombies only stick to towns for some reason, but it works at the moment, It can be adapted though to how the game ends up, for now though, forest is the best place to sleep because zombies only stick to towns, if zombies start to wonder, then obviously things will have to adapt to that.

3. As for the Character type and mentality that was just a base to get some points across, im sure in the end if it goes through.

For Mentality I don't think it should be a option to choose, as its only good effects to have a pyscho mentality.

Instead I propose being able to choose from a list 1-4 traits that can be medical, mechanical, survival, etc.

There will be both solo and group traits to choose from.

Based on what you choose determines your mentality, with solo being able to handle most mental statuses, while group traits will cause your mental statuses to effect you as normal, that is if you were to murder others, as you choose to be a group player, but due to circumstances had to kill them, or kill someone.

Will add more to this and make it better structured when I get back.

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