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jonahcutter

Make KOS/banditing high risk to go with the high rewards

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A few radical ideas:

I'd like to see a build of the game with only pistols and shotguns, and very low ammo spawns. Maybe very, very few scoped hunting rifle spawns, but with such low ammo that you'd be lucky to be carrying more than 2-3 shots. No high end, shiny-loot, long-range, high-rof military weapons. Not even any cqb assualt rifles/submachine guns.

Make pvp happen up-close-and-personal. Short range weapons with very limited ammo. And within the context of likely drawing the horde. If you make pvp have to happen when the initiating party is likely to draw aggro first, then you put a natural brake on KOSing.

Increase zombie spawns, and put zombie spawns in all the treelines around cities to keep campers/snipers on their toes even that far out.

More melee weapons, to help new players deal with the increased spawns. Maybe new players spawn with a basic, close range club. It's not zombie survival without a frying pan!

Super low spawns of food and drink/clean water. Make basic survival from starvation/dehydration your main concern. And you've got so few rounds, you have to weigh whether you want to open up a firefight, or save them for zed defense.

Then the last twist: make it so deaths from gunfire can potentially damage the loot of the killed player... 50% roll on every item being destroyed from each shot.

Scenario: Player A has a nice weapon/gear. Player B ganks him for it. Player B's shots hit that weapon/gear and destroys some/all of it. Player B is now out scarce rounds for his own weapon, has murdered a potential ally, and likely has drawn the attention of the horde. Will he even have time to loot his murder victim before the zeds are on him?

Player B could of attempted diplomacy and traded for what he needed. He made the selfish, easy choice and suffered worse for it. Or he could of gotten lucky and made out like a... well... bandit! And he had to do it all up close, inherently putting himself at risk.

Make everyones' choices have consequences. And the more self-serving choice has the much higher chance for both risk/reward. Right now, the most self-serving choice (KOSing) maximizes rewards while minimizing risk.

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I say no, but thats because I say yes to it being added to the main game.

I'll explain, rocket from the start wanted this mod to be hardcore.

They had to start with only having guns as a weapon, until they made the hatchet which is a short ranged gun with very high ammo count.

They can now make melee weapons, but another problem they are problem working on before putting new melee in, is fixing zombie's pathing issues, as well as maybe their speed.

But say even if pathing is fixed, broken bones happen less, as well as make the bleeding effect happen less as you would be put in melee combat with zombies alot more often.

Add different type of melee weapons around.

Keep all weapons ingame but make them all rare with melee weapons generally taking their spot, as well as ammo being rare.

Imagine zombie spawns being based on how many people are currently in that server, so less people means you spawn less zombies by yourself, but more people join and the zombies you spawn increase as well.

Lower food and water I can't say whether good or bad.

But having items being destroyed by gun fire is a fantastic idea, as well as it being dependent on what kind of bullet is being shot at said person, bigger the bullet, more the destruction of said loot.

Over all yes to all ideas, however the problem is if said changes could be implemented, well and if rocket agrees these are good suggestions.

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I say no' date=' but thats because I say yes to it being added to the main game.

I'll explain, rocket from the start wanted this mod to be hardcore.

They had to start with only having guns as a weapon, until they made the hatchet which is a short ranged gun with very high ammo count.

They can now make melee weapons, but another problem they are problem working on before putting new melee in, is fixing zombie's pathing issues, as well as maybe their speed.

But say even if pathing is fixed, broken bones happen less, as well as make the bleeding effect happen less as you would be put in melee combat with zombies alot more often.

Add different type of melee weapons around.

Keep all weapons ingame but make them all rare with melee weapons generally taking their spot, as well as ammo being rare.

Imagine zombie spawns being based on how many people are currently in that server, so less people means you spawn less zombies by yourself, but more people join and the zombies you spawn increase as well.

Lower food and water I can't say whether good or bad.

But having items being destroyed by gun fire is a fantastic idea, as well as it being dependent on what kind of bullet is being shot at said person, bigger the bullet, more the destruction of said loot.

Over all yes to all ideas, however the problem is if said changes could be implemented, well and if rocket agrees these are good suggestions.

[/quote']

These ideas still retain the hardcore. It actually would ramp it up. But it would also equalize it more.

Right now, it's harder to play as a survivor than it is to play as a bandit.

The idea is to force close combat within a zombie infested environment, so both initiator and target face consequences more equally. Right now, the initiator of pvp can do so from long distance and face far fewer consequences.

Suggestion is, try a build without the long range hardware and see how the gameplay is for everyone.

And I'm glad you like the idea about items being damaged by gunfire. Don't know if it's even possible within the engine though, but if it is, it (along with bandits far more likely to pull zed aggro if they gank) will enforce difficult decisions on wannabee bandits. Right now, all the difficult decision-making rests on the shoulders of the survivors.

That's the main imbalance the mod is experiencing right now. Players intending to play as survivors have to make difficult decisions on the fly. Players intending to play as bandits make one decision when they log in, and then they have far easier gameplay, as well as being more rewarding in regards to gathering loot.

The approach is two-pronged:

-Place far more difficult, pre-conflict, decision-making on the shoulders of bandits, to match/surpass the existing difficult decisions survivors must already make.

-Make the potential results of those decisions (the risk) of playing as a bandit much more dangerous, to match the higher potential rewards. Right now, playing as a survivor has more potential risk for less reward. Playing as a bandit has more potential reward for less risk.

Then there's just the reality of removing the mmo-based, leet gear structure. There is just as much purple-fever in this game as there is in WoW. Is the gameplay about conflict between players, zombies, and other players (both physical and mental)? Or is it about obtaining l33t gear?

Is the mod about being a military sim that also happens to have zombies in it? Or is it about desperately surviving a zombie apocalypse?

If it's the latter, how do ghilli suits, sniper scopes and assault rifles serve the overall gameplay for the better?

Anyway, I know it's pretty radical. But I think it would be a real fun build to try out during the alpha phase.

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Yeah, well, I think that being a whiney crybaby should uninstall the game from your PC and auto-block all Day Z related links. Looks like neither of us is getting our wish.

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Yeah' date=' well, I think that being a whiney crybaby should uninstall the game from your PC and auto-block all Day Z related links. Looks like neither of us is getting our wish.

[/quote']

Who is whining mate?

I'm making a suggestion that I think could potentially make the game more intense and equally hardcore for everyone.

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I think its a bad idea, more players will cheat to get their good gear and then try to kill a cheater with his sniper and 200 rounds with your... revolver with... 8 rounds?

Sorry for my bad english.

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They can now make melee weapons' date=' but another problem they are problem working on before putting new melee in, is fixing zombie's pathing issues, as well as maybe their speed.

Keep all weapons ingame but make them all rare with melee weapons generally taking their spot, as well as ammo being rare.

Imagine zombie spawns being based on how many people are currently in that server, so less people means you spawn less zombies by yourself, but more people join and the zombies you spawn increase as well.

[/quote']

1) i still dont see proper melee weapons in game. ofc you can say "lol you have hatchet and crowbar", but they are just wannabe melee weapons

and thats why:

1 they suffer accuracy lost when moving

2 they dont stun zombies on hit. especially crowbar should

2)i`d like to see sniper rifle to be removed. without them major cities become more safer, and bandits will have to think about shooting with AR/shotgun. its a bad idea to use sniper rifle if you are facing hord of zombies anyway.

3)image server side zombie spawn, like its made in mmorpgs.

zombies could walk around in woods, fields and sniper spots, even though there is no players. it will add realism in mod. because you wont be able to tel if there is player or not, in that small village full of zombies...

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zombies could walk around in woods' date=' fields and sniper spots[/quote']

Exactly.

Zed spawns in the woods surrounding towns, if done well, will force snipers to have to deal with at least some of what the people they are sniping have to deal with.

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zombies could walk around in woods' date=' fields and sniper spots[/quote']

Exactly.

Zed spawns in the woods surrounding towns, if done well, will force snipers to have to deal with at least some of what the people they are sniping have to deal with.

Perhaps a loud sniper shot could actually spawn some Zeds. That way when a sniper takes a shot he has to scope his area to make sure he hasnt aggroed anything. Or have the Zeds spawn on his ass.

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zombies could walk around in woods' date=' fields and sniper spots[/quote']

Exactly.

Zed spawns in the woods surrounding towns, if done well, will force snipers to have to deal with at least some of what the people they are sniping have to deal with.

Perhaps a loud sniper shot could actually spawn some Zeds. That way when a sniper takes a shot he has to scope his area to make sure he hasnt aggroed anything. Or have the Zeds spawn on his ass.

Good idea.

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