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Reared'by'night

The real reason why it's shoot on sight

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I don't think you should be punished for not grouping up, but rewarded FOR grouping up.

LMAO

-More eyes watching their sectors ; incredibly high situational awareness

-More inventory space ; able to carry large amount of supplies ; able to carry car parts without sacrificing food/water/medicine/ammo

-More weapons sending hell down range when things go sideways ; high volume of fire

-Ability to guard corpses/take the important stuff in the case of someone dying

-Dedicated roles cancelling out each others disadvantage in combat

That's your reward

You need game mechanics giving you a reward and a hug so you have an incentive to group up? Really?

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I don't think you should be punished for not grouping up' date=' but rewarded FOR grouping up.[/quote']

LMAO

-More eyes watching their sectors ; incredibly high situational awareness

-More inventory space ; able to carry large amount of supplies ; able to carry car parts without sacrificing food/water/medicine/ammo

-More weapons sending hell down range when things go sideways ; high volume of fire

-Ability to guard corpses/take the important stuff in the case of someone dying

-Dedicated roles cancelling out each others disadvantage in combat

That's your reward

You need game mechanics giving you a reward and a hug so you have an incentive to group up? Really?

I agree with most of this, but the idea of "dedicated roles" is pretty lacking in day z.

You choose whether to have a sniper rife or an assault rife, and you COULD have one person be a pack mule for medical supplies, but when everyone can do everything equally well, everyone is just another gun, which again, is either going to be a sniper or an assault rifle. Shotguns are useful because you can load slugs and turn them into poor man's rifles, which are a poor man's sniper rifles.

I'd really like to see more actual versatility, but with developed characters being able to carry every single tool, there's no actual dedication to a role. Other than your weapon and what gear you happen to have on you, you are exactly the same as everyone else. Which is why killing for gear is so valuable, because there's only one item in the entire game that actively promotes teamwork.

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i have a question for you ' date=' how does one locate bandits to punish? as it is we all look alike and we cant even tell our friends apart let alone other players, right now the only way to puhish "bandits" is to run around and shoot everyone you see like a bandit,

to get beyone just shoot everyone we need to be able to id other players at med to short range 50 to 150m[/quote']

Kind of like the system I describe in this thread and have linked in my signature and post in like every topic on the subject and mention any time anyone suggests a return of the bandit skin? :)

You see, this is a much more productive avenue of discussion. You have identified an actual problem which allows us to discuss actual solutions instead of just arguing in circles. "PvP exists" is not a problem. "Players cannot identify other players in the game" is, and one rocket can solve.

And, unlike the crude bandit skin, my system - or one like it, such as this idea from HardTarget - puts the power of identification in the hands of the player, not the game/machine. It requires no third-party magical judge or divine presence. It's just you using your powers of observation to witness player activities and judge them against your personal subjective value system. You witness. You decide. You judge. And then you can decide what action to take.

See! Are we having fun yet? I know I am.

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I'd be fine if they removed zombies all together. It would probably get rid of a good chunk of 'bad element' around here.

Let there be, PVP!

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I'd be fine if they removed zombies all together. It would probably get rid of a good chunk of 'bad element' around here.

Let there be' date=' PVP!

[/quote']

You're in luck! This already exists. It's called ARMA 2. Thanks for playing DayZ!

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